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Everything posted by Akira_R
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Can this be achieved using the TARGET GUI? I'm not really familiar at all with the TARGET script editor yet... EDIT: Ok pretty sure it can't, managed to figure out where the target.tmh is and have added the above change, the bit about changing something on line 620 though.... It seams that TARGET has changed a bit since this was written and I'm not sure what I should change there if anything.....
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@Shadowmage Can confirm what @Al2Me6 says, RealPlume seams to be causing the SRBs to not change their fuel amount when changing the core size, I'll go ahead and add my log to the github issue for you to peruse.
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So question about the SRBs. Currently on KSP v1.9.1 and SSTU v0.12.50.162 Changing the core part of the SRB which changes the length changes the thrust output only, total Solid Fuel doesn't change, mass doesn't change, and it seems that deltaV doesn't change either (implying isp is increasing) Is this working as designed?
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[WIP] Nert's Dev Thread - Current: various updates
Akira_R replied to Nertea's topic in KSP1 Mod Development
Question about the upcoming testing release, are you planning on releasing it for 1.9.1 or 1.10? -
[WIP] Nert's Dev Thread - Current: various updates
Akira_R replied to Nertea's topic in KSP1 Mod Development
Wow... Spent a couple hours reading the thread from where you announced you were working on FFT again. I'm still playing on a 1.3.1 install and am running the old FFT, I mainly came on to see if this was a good time to build out another install but looks like I'm going to be waiting around a bit longer lol. When you said that the models and stuff from old FFT weren't very good I was like "what is this guy talking about, he's a modeling beast and they look great!" But now I see a lot has changed in the 2+ years I have been away, my goodness Nertea your modeling skills have really become next level. It is really awesome to see you are still enjoying your hobby, I've been following your mods since you first started working on the Near Future series of mods, I don't even know how many years ago that was now but I've been using your mods for longer than I've known my fiance, man how time flies. Keep it up mate. -
The problem with trying to build vehicles with realistic sizes/TWR in KSP with FAR isn't so much that there is too much drag, it's that overall the parts are much too heavy, if you look at the total mass of your airliner it will likely be much heavier than an actual airliner. At least this was the case back when I was playing regularly in 1.3.1, you might want to go back to your airliner and see if you can adjust it's weight into a reasonable range and then see about adjusting down your thrust to see if it will fly reasonably. Additionally make sure you have enough wing area, this is typically hard to judge visually, a common mistake is building a large plane with too little wing area.
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@Jimbodiah Hey man trying to DL these presets (they are for KSP v1.3.1 right?) and Chrome says there's a Virus detected , any chance you could post a link to the source so I can just copy-paste the color definitions or something? edit - NVM edge(yuck) DLed it just fine
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
Akira_R replied to Theysen's topic in KSP1 Mod Releases
Well I'm running a 3.2x rescale, and yeah I was mostly wondering if someone had already done the leg work of finding some good alternate ksc locations on Kerbin- 2,216 replies
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
Akira_R replied to Theysen's topic in KSP1 Mod Releases
I'm not sure where else to ask this since KSC switcher is now maintained by you RO guys. Does any one have or know of any configs for KSC switcher for Kerbin? I don't want to use anything like Kerbal Konstructs as I am playing on a re-scaled Kerbin and things just end up all screwy even with Sigma's fixer, and I don't have the requisite free time to spend trying to locate decent spots and set up a config I've already spent 4 days worth of free time building out this 1.3.1 install and I just wanna play!!! If you know of a better venue for this question please direct me there and I will remove this comment.- 2,216 replies
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[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
Akira_R replied to Galileo's topic in KSP1 Mod Releases
So random bit of wackiness for those of you using SVE and SVT together. I am currently still playing on KSP 1.3.1 and I noticed that the city lights on Kerbin had disappeared, which is really weird because they had been working fine last night. Now I had just installed KS3P so I yanked that and still no city lights. I reinstalled both SVE and SVT and still no dice. So I created a new testing install of KSP 1.3.1 and only installed SVE, and hey there are city lights, ok so I installed SVT and boom no city lights.... hrmmm, I removed SVT but left kopernicus and hey the lights are back..... weird.... Now this had me really confused as this had been working fine previously and these are the same .zip files I had originally built out this install with. Thats when I realized that I had also recently stopped using -force-d3d11 as I had removed Textures Unlimited, hmmmmm, so I made a new short cut to launch in dx11 and sure enough there are my city lights again!!! I tried -force-opengl to see if for some reason it was just a dx9 issue and they didn't show up there either. TL;DR If you are running SVE and SVT on KSP 1.3.1 it appears that you need to use dx11 in order to have city lights show up....- 1,019 replies
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@Shadowmage regarding legacy shaders, While on my gaming rig I don't ever use them I do still keep an install on my potato of a laptop for when I am travelling, SSTU really helps ease the burden on it's poor slow i3 with the lower part counts. I worry that it would not handle the PBR shaders very well since it lacks a discrete GPU.
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Will do!! I hope to get the chance to poke around with it in the next couple of months, between uni and work and all the other games coming out at the moment my free time is sorely limited, haven't been able to rebuild a 1.3.1 install with my plethora of mods, but hopefully your patches will expedite that process! I sort of consider myself quite the cfg/MM wrangler so if I do have any suggestions or patch requests I'll be sure to include a prototype for you to work off of
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Sounds cool! It's the kind of thing I always tell myself I'm going to do whenever building a new career install and then never actually get around to doing...
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I would like to echo what has already been said here. SSTU has totally broken KSP for me, ever since first trying it out I cannot bring myself to play with out it. I agree with other peoples statements that SSTU in it's current form is plenty stable and more than feature rich enough to deserve a 1.0 release, I know with personal projects there is always something you think you could do better or differently, but this is already far and away better than the majority of mods out there, and the tools that you have created for the community in the process is amazing. So if you do decide that Squad and T2's new tack is anathema to you I hope you will consider placing SSTU into release and sticking around for a bit to at least maintain it. I realize this request is purely selfish in nature but SSTU really has profoundly changed my KSP experience.
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@Shadowmage Just some further thoughts on that multi-node docking mechanism (I realize it'll be many months before it is worked on). What about a part that has two docking port type models with a slider that will adjust the distance between them? It could have one version with both ports the same for 'ambidextrous' use and a version where the ports on either end a different (different sizes, or different styles) for one orientation only use. You could also have a version with a purely aesthetic third docking port model that stays in the center, you know just for kicks.
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This plus TU is going to be mind blowingly gorgeous!! Before you know it flat-earthers are going to be posting screenshots from KSP saying 'this is a game and it looks more real than the photoshopped pics from NASA!!' hahahahahahahaaaa......... people are dumb and it makes me sad...
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I find coding to be quite enjoyable as a hobby, I write some basic Python and MatLab, I learned C++ back in the stone age when I was in high school, but have pretty much forgotten everything syntax wise about it, the main thing I held onto is the thought/problem-solving process when writing/de-bugging, and general design theory. Have wanted to take the plunge into C# for a while now so that I could help contribute to mods but just haven't gotten around to it. I like it because it gives my ADD addled brain something to chew on, it thoroughly enjoys the problem solving process.
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[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
Akira_R replied to Galileo's topic in KSP1 Mod Releases
Much unexpected excitement!! Thank you for all your hard work for the community Galileo!- 1,019 replies
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[1.11] RemoteTech v1.9.9 [2020-12-19]
Akira_R replied to tomek.piotrowski's topic in KSP1 Mod Releases
It is on the planned features list for RT 2.x, at least it was last I checked and now I can't find the page....... RT 2.x is still quite a ways out though. -
Right on! I think I'll take a crack at the Far Future Tech in Nertea's dev thread when i get home.
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[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
Akira_R replied to Galileo's topic in KSP1 Mod Releases
No worries that is perfectly reasonable, the PBR stuff works just fine under openGL anyways. Just to satisfy my own curiosity, what is the issue with dx11? Is it because the textures are DDS as others have said? Why does that cause an issue? I am a fairly competent Python and MatLab programmer but know almost nothing about shaders and how textures and different texture formats work.- 1,019 replies
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Near Future parts with TU look so amazing!!!! If you want any help throw me a PM and maybe we can split the Near Future packs between us? I'm an experienced config jockey but haven't messed with TU stuff yet so hopefully won't take me to long to figure out.
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[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
Akira_R replied to Galileo's topic in KSP1 Mod Releases
The PBR shaders should work with openGL as well, it's just dx9 that has issues with the PBR shaders, so maybe try openGL and see if you have any issues, also this guy claims to have a fix for DX11 but IDK if it works:- 1,019 replies
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[WIP] Nert's Dev Thread - Current: various updates
Akira_R replied to Nertea's topic in KSP1 Mod Development
Nertea hasn't posted anything on SSPXr in here yet. The project is up on GitHub but there are no releases for it yet, you could still DL it from there but that will likely very much be 'use at your own risk', I suspect that once Nertea is ready for people to start testing that he will provide a testing release. -
Nice! Didn't expect you to give it a try so soon! There has been a bit of discussion about this in the SSTU thread, from what I have gathered this is due to having the specular (smoothness) set fairly high. Since there isn't much to be reflected in space if something is super shiny then it will look black. Now the documentation in the wiki is still very lacking at the moment but assuming that a setting of .75 means 75% of 255 then the current specular setting for the gold foil is around 191 which is pretty close to the max recommended value of 200, perhaps a value closer to 175 - 180 or so (.68 - .70 ish in the config I think) might help it look less black. Some discussion can be found here: and here: Just in case any one wants to play around with the configs the _Smoothness value is what would need to change to adjust the specular values.