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KSP2 Release Notes
Everything posted by Poodmund
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[1.12.5] Restock - Revamping KSP's art (August 28)
Poodmund replied to Nertea's topic in KSP1 Mod Releases
The problem is that: -
[1.12.5] Restock - Revamping KSP's art (August 28)
Poodmund replied to Nertea's topic in KSP1 Mod Releases
It's a Z-Fighting issue as both the fairing and tank are exactly the same size. This is not an issue with ReStock, this is an issue with the craft file/design. -
I'm just being that annoying individual shouting, "I don't think this version is up on Space Dock!"
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[1.12.5] Restock - Revamping KSP's art (August 28)
Poodmund replied to Nertea's topic in KSP1 Mod Releases
Here is the link to the source for the Blacklist module, for your persual: https://github.com/PorktoberRevolution/ReStocked/blob/master/Source/Restock/ResourceBlacklist.cs -
[1.12.5] Restock - Revamping KSP's art (August 28)
Poodmund replied to Nertea's topic in KSP1 Mod Releases
You've jinxed it. I don't know how... but somehow, you have jinxed it. -
[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.11] [31st Aug 2024]
Poodmund replied to Poodmund's topic in KSP1 Mod Releases
Amazing! -
[1.12.5] Restock - Revamping KSP's art (August 28)
Poodmund replied to Nertea's topic in KSP1 Mod Releases
Unfortunately for yourself, additional variants come at the behest of the artist's own will. See the OP: -
I'm also experiencing the above bug in the stock game with Scatterer 0.0700, its noticeable when in orbit around Jool. https://www.dropbox.com/s/dncisrxm5p90i52/0700_Jool_Camera_Issue.zip?dl=0 Steps: - Load new Sandbox save - Click on launch pad and launch a vessel - Cheat vessel to orbit of Jool (issue appears) - Quicksave and reload to reset camera - Issue still persists
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[1.12.5] Restock - Revamping KSP's art (August 28)
Poodmund replied to Nertea's topic in KSP1 Mod Releases
I tried to reproduce this also, and could not. It would be helpful if you tried to replicate this in an install with just KSP 1.11.1 and ReStock/ReStock+. If you cannot, then yes, it is likely a conflict with another mod. In that case, the best way to find the mod in question is to continually remove half the mods in your install, then test, if the issue persists, remove another half etc. etc. This lets you whittle down quickly to determine which one is causing you the issue. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Poodmund replied to Nertea's topic in KSP1 Mod Releases
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. -
[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.11] [31st Aug 2024]
Poodmund replied to Poodmund's topic in KSP1 Mod Releases
https://github.com/Kopernicus/Kopernicus/releases -
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.
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Planetary Texturing Guide Repository
Poodmund replied to Poodmund's topic in KSP1 Modelling and Texturing Discussion
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. -
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.
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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
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CommNet Signal Strength Calculator & Antenna Selector
Poodmund replied to Poodmund's topic in KSP1 Tutorials
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).- 86 replies
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CommNet Signal Strength Calculator & Antenna Selector
Poodmund replied to Poodmund's topic in KSP1 Tutorials
Awesome, that's amazing. If you need any guidance with calculations feel free to ask.- 86 replies
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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.
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[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.11] [31st Aug 2024]
Poodmund replied to Poodmund's topic in KSP1 Mod Releases
Last time I heard, Kopernicus currently disabled Comets from spawning. @R-T-B would be able to confirm otherwise. -
Developer Insights #9 – Orbit Tessellation
Poodmund replied to Intercept Games's topic in Dev Diaries
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! -
Very nice.
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These look too unrealistic, I was hoping more for this kind of aesthetic to Cloud models: