-
Posts
86 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by JTG
-
Smoke blowout upon launch
JTG replied to GBLAKEM1999's topic in KSP1 Suggestions & Development Discussion
Nothke released this image some time ago, but it hasn't been released or talked about since... http://i.imgur.com/40bGScU.gif -
The Wind Tunnel AKA Simulation Mode
JTG replied to Wjolcz's topic in KSP1 Suggestions & Development Discussion
This would only be added after better aerodynamics, though. Since they might be revamping it soon, this could happen. -
I think what would make this mod is an in-game slider for random failure frequency, if you want to recreate Apollo 13 in Kerbal form.
-
I attempted to make an Apollo style mission for 3 Kerbals. It had 2 pods, the command, which fits 3 kerbals, and the lander, which fits 2. I got to orbit, but the command didn't have enough fuel to burn into Mun orbit. I had to ditch Bill and send him into EVA orbit. Then, the lander was landing, and it crashed down hard, killing Bob but Jeb was spared. Now Jeb is stranded on the Mun, and Bill above it. Time for a rescue mission I guess...
-
[Early development, 0.24] Kopernicus Planetary System Modifier
JTG replied to BryceSchroeder's topic in KSP1 Mod Development
I think we need a tutorial for all this, either video or readme style. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
JTG replied to Ven's topic in KSP1 Mod Development
The new windows for the MK1 Cockpit were too dark normally. Props for making the parts look compatible with each other! -
For some reason when I play on a Career mode, the TAC button doesn't show up in the toolbar. It does show up in sandbox, though.
-
I figured out it was DebRefund anyways. I'm not sure how a simple mod like that could break the game so bad.
-
I have a weird glitch happening on my modded install, where the VAB, when entered, has a shadow in the right corner outside the door. The same happens with the SPH, but a flipped building is outside the door instead. Everything seems to work fine, but when I select some parts, such as SP+ pods, they won't show up. And when I launch a craft, it cuts to the KSC with an invisible ground, but Kerbal Konstructs buildings are visible. You can't move the camera, but the game still works. When you time accelerate, the view goes crazy and you start to fly off of Kerbin. The list of mods and screenshots is included in the Imgur album. This never happened before, and I even deleted some mods after this started, but it was all working fine for a few launches before this. Imgur album
-
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
JTG replied to Ven's topic in KSP1 Mod Development
Wow... This makes planes look way better, and more compatible with the new SPP parts. I think the Mk3 parts should be next. -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
JTG replied to pingopete's topic in KSP1 Mod Development
We've finally made KSP look like real life... -
[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
JTG replied to Thesonicgalaxy's topic in KSP1 Mod Releases
The only thing I think might be weird looking is Laythe. It's a little too blue. Otherwise, great pack! -
Brought back the DL link, and started thinking up more planets to make. Something like this might be coming up.
-
I've gotten the fix for 0.24.2, and I've welded parts fine, but when I weld together multiple Tweakscale parts, and try to scale the welded part up, it reverts back to its original size on launch. Such as, welding 2 girders together, rescaling them to 200%, then when launching, they are at 100%. I want to be able to make things like
-
Kerbin City Community Project - Phase B - New Islands
JTG replied to nothke's topic in KSP1 Mod Development
While I'm at it, is there any way to implement city lights to a building? like the ones at the KSC. -
Kerbin City Community Project - Phase B - New Islands
JTG replied to nothke's topic in KSP1 Mod Development
I didn't think to deselect it. Oh, wait, it works. *Facepalm* -
Kerbin City Community Project - Phase B - New Islands
JTG replied to nothke's topic in KSP1 Mod Development
I exported the part using Part tools, but I didn't know .DAE files were outdated. Which file type should I export it to? Also, it was using the KSP/diffuse shader. My other model used Alpha/cutoff since it was partly transparent. -
Kerbin City Community Project - Phase B - New Islands
JTG replied to nothke's topic in KSP1 Mod Development
I am having a problem with the models of my Kerbtown buildings. The Kerbtown thread is quite inactive, so I decided to ask here. I imported my .DAE files from Sketchup to Unity, and it all looks good in unity, good shading and all, but when I put my building into the game, it turns out super bright and shiny compared to the rest of the place. Screenshot: http://imgur.com/CTqwRAA I'm not sure why, it also happens with all of the other models I try to put into KSP. It is even bright at night. Can anyone help me on this? -
Well, since the Toolbar causes this, the helmet off thing must be Texture Replacer or something thinking he's on Kerbin.
-
I went onto my (heavily) modded KSP installation, and found this guy, doing something really stupid. http://imgur.com/JQJTsao I mean, what? Could it be caused by one of my mods? Why is his helmet off? Where'd the shovel model come from?
-
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
JTG replied to rbray89's topic in KSP1 Mod Releases
Can someone get me a link to the newest version? These cities are AMAZING! -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
JTG replied to rbray89's topic in KSP1 Mod Releases
I was just wondering, if I make my own cloud layers, such as 2 or 3 on Kerbin, and save them, will they stay there? Or will they reset when I restart the program?