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Everything posted by Enceos
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Hey, that's a super cool idea
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Squad is optimizing colliders?
Enceos replied to Enceos's topic in KSP1 Modelling and Texturing Discussion
@liquidhype Hmm, I have a model with 9 colliders >_<, 2 mesh colliders and 7 Unity primitives, is that bad? I know that colliders are heavy on the CPU while model complexity is heavy on GPU. I tend to join objects with the same material where I can to reduce to amount of draw-calls of my models. -
For example the Hangar mod, its Github repo even has all the .blender files, Unity projects and a 'wiki for Modders' in case someone would like to help. ZodiusInfuser is looking for someone to help retexture his Infernal Robotics Model Rework pack. You will notice that model rework uses plain colors and almost no texturing in its models, only the pack of robotic trusses has an actual texture which was done by Porkjet. If that project catches your fancy, forum user @Ziw can invite you to their dev chat where you'll get all the model and texture files. I promised to help with that project but unfortunately RL has torn me apart from my hobbies for quite a while. The Stock-alike Station Parts Expansion by @Nertea needs help with making IVAs to make a full doll house for kerbals. If this project catches your fancy, same IVAs done for this mod will help the FreeIVA mod which deperately needs a set of IVAs to patch all station parts around the globe and give a full station living experience to players.
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Squad has mentioned twice in KSP Weekly that their 3D designers are working on optimizing colliders. Does anyone have an idea of what they're doing specifically? Does it differ from what we usually do to optimize colliders?
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@EricSan Actually, most parts are there already. Quite a few mods need help with texturing and IVA making.
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@Malah love your mods dude Is there any way to disable QuickGoTo stock toolbar button, I'd like to have it only on Blizzy's.
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[1.10.x] EasyBoard v1.10 : Board key works as a toggle
Enceos replied to Dizor's topic in KSP1 Mod Releases
@Dizor Dude, this auto grab ladder feature is so freakin' awesome! EVA became so much more pleasant with your mod. Spasibo!- 114 replies
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Enceos replied to cybutek's topic in KSP1 Mod Releases
When that happens to me - I dock with my station and dump it. -
@SciMan Re-rooting is a super complicated algorithm which only KSP knows how to do properly. But if you have KIS you can reroot vessels on demand. The process is as follows: park a probe core or any other command module near your vessel mark it as a "base" type in the rename menu mark the vessel in question as any other vessel type place a KAS pipe port or a stock docking port on the part you want to make a root connect via pipes or docking ports your vessel to the command module use KIS wrench/screwdriver and the 'H' button to cut your docking port / KAS port from the vessel along with the docked ship voila, rerooted!
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[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
Enceos replied to RoverDude's topic in KSP1 Mod Releases
@nascarlaser1 they're separate items, brighter texture and fall in the custom "Construction" category. You can't dock construction ports to the normal ones.- 1,473 replies
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[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
Enceos replied to RoverDude's topic in KSP1 Mod Releases
@RoverDude Is there any vid of you testing the Multi-Welding feature? I still can't figure out how it works.- 1,473 replies
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Do you have a screenshot that makes you laugh every time?
Enceos replied to Randazzo's topic in KSP1 Discussion
Lolz from SWDennis- 548 replies
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@BetaguyGZT Awesome! I'll send you a PM with details tomorrow.
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@BetaguyGZT Sounds very interesting. Does CC stand for "Closed Captions"? I would really appreciate the help with texts, they're not my strong side. @genbrien Yay, someone recognized it :3
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That's right, if you're happy with how the decals move you can change the texture and have something new there.
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Previously, working with Blender, Unity 4.2.2 and .fbx as a medium format, long complicated animations turned out laggy and bloated the resulting model file to something like 2.5-5 Mb. With Unity's 5.x inherent support of .blender files came support for better animation import and compression. I made a PowerPoint style animation which turned out to be very performance friendly and 10 times less weighty than in previous versions of Unity and PartTools. Not all animation types are supported by Unity, things I learned: All objects need to have a scale of x=1, y=1, z=1 at the start of animation. All constraints type animations need to be baked or made by hand. No animated object should have child objects. If any of the above things are out of place, the Unity simply will not import any animation curves for that object. Tip: Some types of animations are much easier to devise after a smart placement of an object origin. Ready parts to play with are here.
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Do something nobody has done before
Enceos replied to quasarrgames's topic in KSP1 Challenges & Mission ideas
Your space station looks very piraty, but not piraty enough P.S. This kind of animation nobody has done for KSP before. -
Thank you dude! I'm not sure I have an art style. Trying to make an iconset uniform is still the hardest thing for me
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@CobaltWolf Yep, nothing more just fiddling with positions so they overlap right. Most of the decals are hidden inside the box or scaled down after their animation ended.
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I have decided to try a new type of animation for KSP - a PowerPoint style slideshow. Originally inspired by and made for the mod Kerbal Kommander. But I ended up using the parts in my save, so I thought some people would also like to have a standalone version. Here's how it turned out: DOWNLOAD from Dropbox DOWNLOAD from Spacedock Animating stuff was not the hardest part, the hardest part was coming up with ideas for the slides. I may create more screens, but I need help with ideas for the animations. Many thanks to @luizopiloto for letting me use his pirate logo. All content is under the Creative Commons 4.0 License
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I was working on the station screens for the Kerbal Kommander mod. I think they turned out pretty cool, so here's a link to a standalone version. Download: https://www.dropbox.com/s/pyi7vba3wnffo0d/StationScreensStandalone.zip?dl=0 Decorate your stations
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Project Ares: Alternate Earth History in Real Solar System
Enceos replied to Felbourn's topic in KSP1 Mission Reports
@Felbourn Yay for beauty shots and everything you do! -
Craft files with locked / invalid parts
Enceos replied to Qwarkk's topic in KSP1 Technical Support (PC, modded installs)
@Qwarkk Did you try to launch the edited craft? Maybe it has parts which are actually locked, assuming you're playing career. The game usually removes the message of invalid parts if you save the craft and all used parts are unlocked in the tree. The check for valid/invalid/locked/unlocked parts happens right when you open the craft load window. The game goes through every craft file and checks for all parts. If you have problems with missing parts the game writes that in the log. You can also see the errors in craft preloading if you enable the "Show All Log Errors" and "Show All Log Exceptions" in the Alt+F12 Console>Debugging menu. The listed errors disappear quickly, so take a screenshot. -
There's only one plugin out there which supports rescaling hollow parts in width and length separately by an awesome guy @allista. The plugin is included in the Hangar mod in the AT_Utils folder, called AnisotropicPartResizer, it was finally separated into a separate plugin in the latest version of the Hangar mod. You can learn how to make a rescaling config by looking at the parts from the Hangar mod. It took me time to wrap my head around it, but I finally made a hollow rescaleable tank that day. AnisotropicPartResizer also supports cone style reshaping, I didn't dig into that though. The part Universal Adapter from the Hangar mod uses that config. You can also find and download AT Utils separately via CKAN.
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@BigD Actually a video of your issue would help tremendously. We don't know yet if you're doing it the right way. Also in Alt+F12 menu under Console>Debugging check the first two options "Show All Log Errors" and "Show All Log Exceptions" before recording.