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Everything posted by jrodriguez
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[KSP 1.12.2] Physics Range Extender v1.21.0 (04 Sep 2021)
jrodriguez replied to jrodriguez's topic in KSP1 Mod Releases
It is not a bug, in fact the switching is done on purpose if the vessel that is going to be loaded is not debris, to avoid that the just loaded vessel can collide with the unloaded terrain. You can disable the terrain extender on the pre settings file but as you can guess, the terrain will not be present and the command module will likely be erased by the Kraken itself -
[KSP 1.10.1] Destruction Effects v1.12.0 (09/23/20)
jrodriguez replied to jrodriguez's topic in KSP1 Mod Development
Thank you, I will do a request to update the link. By the way, I just did a new release for KSP 1.10.1 https://github.com/jrodrigv/DestructionEffects/releases/tag/v1.12.0 -
I have done some testing with your new city lights and I have found an issue with the DXT format. The format seems to be DXT10 and KSP is failing to load the textures. I think since KSP 1.8 only DXT1 and 5 are supported. Could you try to convert them to DXT5? Thanks!
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[KSP 1.12.2] VesselMover Continued (Sep, 2021)
jrodriguez replied to jrodriguez's topic in KSP1 Mod Releases
Hi all, I just did a new recompile of Vessel Mover for KSP 1.10.1 You can download it from here: https://github.com/jrodrigv/VesselMover/releases/tag/v1.10.0 Enjoy! -
[KSP 1.12.2] Physics Range Extender v1.21.0 (04 Sep 2021)
jrodriguez replied to jrodriguez's topic in KSP1 Mod Releases
Yeah it is a tricky scenario that I'd like to improve. I made the decision of switching focus to a landed vessel when is being loaded because otherwise it might be possible that the terrain is not getting loaded and the landed vessel will crash/RUD due to this. I could add a UI option to disable the vessel switching and let the users deal with unfortunate events. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
jrodriguez replied to Thomas P.'s topic in KSP1 Mod Releases
I did recompile Kopernicus for KSP 1.9 sometime ago and so far I haven't seen any blocker issues for my daily usage in RSS. -
Could we get cubemaps?
jrodriguez replied to ItsJustLuci's topic in KSP1 Suggestions & Development Discussion
I think this will be an awesome add-on. Cubemaps is the way to go when a high resolution map is needed and Earth is such a case!- 10 replies
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[KSP 1.12.2] Physics Range Extender v1.21.0 (04 Sep 2021)
jrodriguez replied to jrodriguez's topic in KSP1 Mod Releases
Wobbliness near the end is a consequence of the floating precision, every Unity math operation is losing precision due to PRE range is like 2000 km and the target vessel is quite far already (maybe 1000 km or more?) that means everything from Mechjeb to KSP it self will struggle to perform normal operations -
[KSP 1.12.2] Physics Range Extender v1.21.0 (04 Sep 2021)
jrodriguez replied to jrodriguez's topic in KSP1 Mod Releases
It is tricky question to be honest, the good thing is that if you are following me in Youtube you might already know that I might the best the person to answer it My suggestions are: - Try to minimise the max distances to the floating origin as much as you can by for example having a ship loaded at half of the max distance and load a savegame focusing that ship instead. - Having a vessel either landed or flying around using an autopilot mod (bdarmory AI or mechjeb autopilot) is a good idea. This will allow you to always have the terrain properly loaded and you can switch to this vessel before the booster touchdown to ensure the ground is loaded and ready (KSP doesn't like to have multiple vessel loaded at such distances, and PRE terrain extender is a hack that might or might not always work) - At > 500 km and when getting close to 1000 km Mechjeb will really struggle to continue piloting a vessel (I have some videos you can take a look to see what I mean). 500 km will not RUD your vessel but at 1000km a RUD can happen so my suggestion is to switch to your 2nd/3rd stage as soon you have the booster landed. - Finally if you are in orbit I suggest to reduce the loading range to something like 100 km in case that you plan to do a reentry and land a probe close to where the boosters landed, this will avoid a likely RUD of the boosters when they get loaded by PRE. -
What Pingopete did was to use EVE to render the Cubemap when orbit altitude is achieved. However, you will not be able to see the 64k textures from ground. To be honest I'm not using the 64k Cubemap because it doesn't make sense to only have 64k in orbit. KSP surface texture maps doesn't support cubemaps or 64k textures so you can only use 32k max.
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The explosives attached to the missile will automatically detonate when the missile is within the detonation range set in the modular missile guidance. Regarding firing a missile from a missile, I have never tested it but if you add a weapon manager to your missile (maybe a radar is also needed?) Then it might be possible that the missile can lock a target by it self and fire the child missile? I will let you tested it I actually never implemented that feature
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[KSP 1.12.2] VesselMover Continued (Sep, 2021)
jrodriguez replied to jrodriguez's topic in KSP1 Mod Releases
HyperEdit mod already does that and much more. Personally I always use HyperEdit to land on other planets and once I am there then I use Vessel Mover to spawn more vessels quickly. Finally. I'm not going to add any other feature to this mod. I'm just doing the basic maintenance to make it work for each KSP release. -
[KSP 1.12.2] VesselMover Continued (Sep, 2021)
jrodriguez replied to jrodriguez's topic in KSP1 Mod Releases
Usually, all the problems related with spawning vessels using vessel mover are caused by a change of the root part. If you start building a new ship and stick with the same root part you should not have any problem.