Jump to content

Poodmund

Members
  • Posts

    1,988
  • Joined

  • Last visited

Everything posted by Poodmund

  1. Typically, the redone parts were done to fall in line with Porkjet's spaceplane parts that include the MK2 and Mk3 cross section parts and as such, these parts are not in scope for a revamp as they already meet the design ethos of ReStock.
  2. https://github.com/Kopernicus/Kopernicus/releases
  3. Hey Linux, would you be able to update the SpaceDock entry to v0.0.2.1 when you have a spare few minutes? The currently listed latest version on there is v0.0.1.2 at the moment. Goes without saying, absolutely no rush.
  4. The MM configs patching the wrong body isn't so much of a Scatterer issue but more of the fact that the patches aren't really defined properly by the mod author. This has been a long running problem, no? Is it likely due to people rehashing the same old configs over and over?
  5. You can just create pretty much anything random in Photoshop or whatever image editing software you're using... or you can just grab a rectangular strip from any image or photo. Go wild. Its probably best to make it seamless horizontally but other than that anything goes. In Stephen Cameron's tutorial I think he used a strip from a photo of some Badlands scenery.
  6. The part compiler is tied to frame rate. It runs in a coroutine with one action per frame so completely unlocking the frame rate drastically speeds up load times, i.e. 1000+ actions per second rather than 60.
  7. Some other mods have been doing a similar thing to achieve the loading screen tick rate to be unlocked from Vsync: https://github.com/Gameslinx/Tessellation/blob/785a0ee49688698e3905938ca6f6c4d3a61de0e4/ParallaxSource.cs#L2525-L2533
  8. Its also worth noting that if you plan to draw multiple hops back to the KSC, KSP decides the route back by sequential testing and chooses you the first successful link back. It first tests a link directly back to the KSC and if that isn't available, checks hops to craft that exist in chronological order (I think).
  9. Awesome, that's amazing. If you need any guidance with calculations feel free to ask.
  10. Most people come into this venture asking to be spoon fed on how to create parts and get them in game, then give up halfway through after people have put their time and effort into helping them. Kion, you seem to have done this off your own back and have got your parts in game, so you're ahead of most of the field, so if you're enjoying yourself then hats off to you. One thing I'd suggest is, maybe, to mark your hard edge loops and apply smooth modifiers to the round surfaces like the outside wall of the pod.
  11. Last time I heard, Kopernicus currently disabled Comets from spawning. @R-T-B would be able to confirm otherwise.
  12. Very cool! I hope bodies without PQS-meshes occlude orbit line rendering in KSP2, its always been a bit of a shame that they render in front of Gas Giants in KSP1. EDIT: I hope the 2nd part of my post doesn't detract from the fact that I think this is very, very cool!
  13. These look too unrealistic, I was hoping more for this kind of aesthetic to Cloud models:
  14. Just thinking for extensibility. Out of curiosity, how does the mod handle animation states for things like solar panels, ladders or antenna parts?
  15. Absolutely awesome mod, exactly what the Doctor (von Kerman) ordered. Would it be a long shot to bring up the consideration that the filler setting could in some situations be desirable to go <0?
  16. I wonder if the asymmetrical eye size will return with KSP2? That's always given the Kerbals in KSP1 that sense of lovely derpiness to them.
  17. @linuxgurugamer, I am aware that forum member @ValiZockt has created a very lightweight plugin that applies the Unity mesh bounds technique as discussed above to parse all loaded parts in the current game database and write their volumetric capacity out to a text file so that you can easily append these values to your part configs. A really handy way to brute force an unintelligent situation but I am sure if you contacted them they would be happy to send you their plugin to use.
  18. Yeah I don't think its a YouTube issue, it seems like either the video has rendered at a much lower resolution and/or bitrate than intended. I'd wager that we might see a 'corrected' video up at some point.
  19. Shouldn't the Human Stuff thread in AddOn Releases be unpinned? Please feel free to delete this post if/after any moderation has occurred.
×
×
  • Create New...