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Everything posted by theJesuit
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Awesome sauce. So very cool. This will change EVERYTHING! Almost. Nice idea :) Peace.
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This would make sense for levels 4 or 5, in that you could choose a secondary or tertiary profession from there. It would still require an interplanetary trip and back based on the current model for level progression. Peace.
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[quote name='DennyTX'][B]v 1.4 is up.[/B][/QUOTE] Fantastic![quote name='DennyTX']2. Saving screenshots has been added. It will be collected in a separate directory that is bound to the name of the game, with the time mark in the name. I think about video recording, but so far only with the external library. However, still not sure it needed.[/QUOTE] Hadn't thought this was an option! Video would be amazing! It would depend on the impact on performance though, especially if you wanted to record two or three videos at the same time. [quote name='DennyTX']7. The initial window size can now be set through the CFG. Ie no longer necessary to have only default 256 points ( can be supplied, for example - 500, and then the following steps will change the scale coefficients to 1.5 and 2 (ie, get 750 and 1000 respectively).[/QUOTE] [B]THIS IS AWESOME![/B] Thank you! There is a performance and lag hit. I'm not sure why or how - I suspect that the GUI window is a RAM hog (had 1 crash with it, not uncommon anyway) and it improved when I dropped Scatterer, and more when I reduced the physics fame limit. Also, I'm assuming its intentional that the GUI windows don't work in the Map view? Again, thanks for the update! Peace.
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[quote name='xxhansonmaxx'][B]BananaIsAFruit [/B]Not much, got a few more textures done. Lots of school work during these weeks, more real life = less work time XD [B]sashan[/B] I plan on remaking the whole thing since the one I made is too simple[/QUOTE] Keep up with the school work. Being at school is the equivalent of employment as it you investing your own time (more valuable than money) in your future. I quite like the simplistic style of the rotating hab that you have designed already. There is always going to be a balance between photo realism and what is achievable in KSP. Whilst 'busyness' in design and texture can be awesome don't knock the KISS principle. Many good artists don't keep adding to the work but rather know when adding further touches will detract from the final form of their masterpiece. Peace.
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[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
theJesuit replied to Nils277's topic in KSP1 Mod Development
[quote name='Technologicat'] Ah, nice. I take it that's with the old modular corridors? It seems the new procedural ones work differently - place endpoints, link them in the field via KAS. Makes base building much easier, but doesn't work for this application.[/QUOTE] It was. I haven't update my save yet to the latest KPBS but I have looked at them. I actually launched the habitat section in one go without orbital construction of the rotational ring as I don't use KAS (yet) and docking ports with IR isn't recommended! There were a couple of ways to do it amd i should really upload an album. It would be good to get a THIN corridor or end module that was angled to allow for a good form of setting up toroidal or part circular sections. Offsetting the KPBS docking parts is okay but they have small gaps :). Otherwise I offset and clipped the old modules. Peace. -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
theJesuit replied to Nils277's topic in KSP1 Mod Development
[quote name='Technologicat'] There's a modular centrifuge system in [URL="http://forum.kerbalspaceprogram.com/threads/135717-1-0-5-Deep-Space-Exploration-Vessels-1-0-5-Build-NASA-Inspired-Ships-In-KSP"]Deep Space Exploration Vessels[/URL] which lends itself to attaching KPBS modules for long interplanetary trips. Configuration: rotating hub, radial attachment point, some structural fuselages for distance, desired KPBS part (attached by its top node to have the floor pointing outward). Apply symmetry as desired. Beside planetary bases, for this use it is very nice to have crew parts that are designed to work in an environment with gravity (even though the artificial gravity has no actual gameplay effect). A minor issue with this setup is that while the centrifuge is spinning, the IVA meshes seem to ignore the motion of the parts they belong to. But I suspect this is a stock bug - I've seen the same happen with stock IVAs when a long craft wobbles significantly. (The IVA stays put at its original position, while the exterior of the craft (visible through the window) wobbles around.)[/QUOTE] This is the setup that I use, but rather than attaching at the top node I round the corridor to attach the habitat module as intended. I think IR or at least DSEV has the issue that if you 'control' the ship from one of the rotating habitats by going into IVA then IR keeps the new control stable and rotates the rest of this ship. Hilarity can ensue. Peace. -
Popular Mechanics did a short article on one of my builds/missions!
theJesuit replied to Bill Zarr's topic in KSP1 Discussion
Very very cool. Would you have enough delta vee to get to Jool? Peace. -
New Maneuver Node Editing Tool
theJesuit replied to Alshain's topic in KSP1 Suggestions & Development Discussion
An amazing concept. I would hope that putting values in similar to precise node would be part of the concept or at the very least expressing a numerical value on the display to show how much. The additional info could be a drop down from the toolbar button. I'm keen on the idea that the Centre across the main display clear too. Peace. -
Hi Malah, everything is so useful! A request though - Would it be possible to get a similar mod to Quick Hide to hide (or move to a vertical from the top) to move the staging and fuel icons from the left side of the screen? I'm not sure if it is even possible. Peace.
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If you are looking at adding additional functionality or another camera part, even a static one, I would appreciate having a 'clean' GUI window with no buttons or toggles at all within it just pure camera view. Also, having this at a 600x600 resolution would be fantastic - or else at a step at say 560, 600, 640 resolution. I believe that something like this would benefit cinematic creators. Thanks again for your work on this! Peace.
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One hopes that if Max isn't working on the game, he'll be able to spend more time playing the game! Thank you Maxmaps for your work. God bless your future endeavours. Peace.
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
theJesuit replied to cybutek's topic in KSP1 Mod Releases
Thank goodness it wasn't just me. Phew! Just came in to check if this was something others had problems with. It is nice to give mod devs their own time. Not everyone can take time off work and they don't pick Squad's release dates! We haven't had a full weekend yet for modding shenanigans. Peace. -
Astronaut Salary
theJesuit replied to More Boosters's topic in KSP1 Suggestions & Development Discussion
Yea, but would need to be toggle-able. What happens when kerbals are on their way to Duna and the stop being paid? This would be a good thing to add if and when some form of life support is integrated into the game. Again I assume this will be toggle-able. Peace. -
Wow - very cool. Been missing something like this since the LAZOR mod stopped being updated! Would you be amenable on taking a request on alternate GUI layouts in the camera window? Peace.
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Mightly impressed! Looking forward to a part two and other works. Peace.
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[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
theJesuit replied to Nils277's topic in KSP1 Mod Development
Looks very promising! -
Looking forward to it!
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Awesome! That would be the major of getting 'everybody' into RPM. hopefully the 1.1 will assist in the lagging issue with that. Good luck. Peace.
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Congrats on the modding Mondays Not really understanding much about how RPM works, as a thought does what you are doing allow for the potential of creating 'transparent windows' in the 'stock pods'? Peace.
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Not sure it's been asked and I've looked back and surely missed the reference... so please excuse me and someone point me in the right direction... Will you be creating IVAs, and if so will you allow for transparent windows? Peace.
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[Tutorial] Soft-Docking Docking Ports
theJesuit replied to curtquarquesso's topic in KSP1 Mod Development
Wow. So cool. Looking forward to testing out! -
Has there ever been a study done on how many parts is equivalent to a docking port in terms of CPU usage and lag? Alternately how about a fixed 2D part that acts like a strut but attaches only to nodes? Peace.
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It is a pain and one (of the few) disadvantages of being in NZ. Had the same issue last year waiting for the right spec machine to come along and needing to move from ChCh to Auckland I was lucky that when I did purchase Noel Leeming ended up briefly stocking the same machine and so got the price match to secure a better deal! Didn't want to order from overseas because of the issues on GST being pinged as you come through and warranty and all too. On topic though, I'm looking forward to your ongoing Fustek work! Peace.
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Nice job! Appreciated the way it was edited. Looking forward to the next one. Peace.