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jrodriguez

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Everything posted by jrodriguez

  1. Hi all, I have published a new release of DestructionEffects mod. I've finally manage to fix the particle systems with the fix provided by @sarbian some time ago. (This is very good news because I have tried the fix with BDArmory and it works as expected!) Also I made the decision of setting by default the legacy effect (I think it is less consuming that the new one) Here is the new release, BTW It has been recompiled for KSP 1.2.9 but it is still compatible with KSP 1.2.2 https://github.com/jrodrigv/DestructionEffects/releases/tag/v1.4.0
  2. I have re-tested it works perfectly fine in KSP 1.2.2. You can create an issue here https://github.com/jrodrigv/CameraTools/issues.
  3. Would you mind to report the issue on my repo the github section? Can you attach the logs? Thanks
  4. Can you check if you have a GameData folder inside your GameData folder?
  5. Hi all, I have published a new release with the range extended to 2000 km. It is compatible with KSP 1.2.9 too https://github.com/jrodrigv/PhysicsRangeExtender/releases
  6. Hi all, I have released a new version of CameraTools compatible with KSP 1.2.9 and KSP 1.2.2 In this new version I have fixed the issue regarding when reverting cam was doing a wrong target to the root part. https://github.com/jrodrigv/CameraTools/releases/tag/v1.8.0
  7. You are wrong here. The main bottleneck for KSP is the CPU.
  8. Haha yes, I didn't expect it! Not sure if @SQUADdev team is aware of what can be done when forcing physics limits. In fact I'm going to update the mod going straight to full Kerbin Physics Range (2000 km should be enough)
  9. If you are using the latest BDArmory v0.2.0 that was released one week ago, then you already have this mod installed and you don't need it.
  10. So... I have done some testing today. And the answer is YES. I have created a massive ship (250 meters diameter UFO with lights) and using HyperEdit I have set a 72 km orbit and I have seen the ship orbiting over my flying plane. However, it is quite difficult to see it! I have a 4k monitor and it was like just few pixels! Almost impossible to see it, if it wasn't thanks to the target marker.
  11. I have already try the MM approach and the result is not the expected for BDArmory scenarios. You can try it yourself and compare. @PHYSICSGLOBALS { @VesselRanges { @flying { @pack = 200000 @unload = 190000 @load = 181000 @unpack = 172900 } @escaping { @pack = 200000 @unload = 190000 @load = 181000 @unpack = 172900 } @landed { @pack = 200000 @unload = 190000 @load = 181000 @unpack = 172900 } @orbit { @pack = 200000 @unload = 190000 @load = 181000 @unpack = 172900 } @prelaunch { @pack = 200000 @unload = 190000 @load = 181000 @unpack = 172900 } @splashed { @pack = 200000 @unload = 190000 @load = 181000 @unpack = 172900 } @subOrbital { @pack = 200000 @unload = 190000 @load = 181000 @unpack = 172900 } } }
  12. Not yet, at the moment it is hardcoded to 200 km. I would like to make configurable for the next version.
  13. About This is a KSP mod based on a initial piece of code written by BahamutoD for BDArmory and improved by myself and test with the help on the entire BDAc team. Basically it extends game physics range and the terrain loading distance. This will allow you to switch between vessel that are far away or even to see an orbital station from a flying plane. REQUESTS AND IDEAS TO IMPROVE THE MOD ARE ENCOURAGED! Donations = Motivation Download https://github.com/jrodrigv/PhysicsRangeExtender/releases Issues https://github.com/jrodrigv/PhysicsRangeExtender/issues Changelog (*) You might experience some of the following effects when the range is extended > 100 km: vessel shaking, lights flickering, phantom forces, etc.
  14. Thanks for the feedback. Would you mind to open an issue on my github repo for BD modular parts? With the craft file attached. I will review it
  15. Hi guys, I have uploaded this video to youtube to show you infinity number of missiles you can build with the new feature of modular missile guidance. Ok...Now you can open your closer window at home, at shout to the neighbourhood " This is fuc**** awesome!!!!!!"
  16. Hi all, I just updated the pre-release for 1.2.9 @Guard13007 found a bug yesterday and I have fixed it (it was related with the new localization system implemented in 1.2.9). You can download it from https://github.com/PapaJoesSoup/BDArmory/releases/tag/v.2.0.0-KSPv1.2.9 BTW I'm thinking to open a King of the Hill challenge (like ASC) for this pre-release version. What do you think? I know there are dozens of hard coded values on the code. It might be an inconsistency.
  17. Thanks, please can you report the issue on my github issues section for this part pack. I would need your craft file and KSP.log I want to make it configurable for the next version . At the moment the workaround is to place your landed vessel over statics objects as KSC, runway, etc or using Kerbal Konstructs
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