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KSP2 Release Notes
Everything posted by Kerbos
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Well goddamn it, almost a month without playing and still got a ton of work to do, bloody hate my rookie coworkers [triggered]. Also, the new stock antenna pack is pretty much the same as Kerbalism but it does have a better and clearer way to show antenna range and efficiency. I think you should still keep the kerbalism relay system while taking advantage of the new 1.2 features, mostly because keeping it will allow you (I think) to set a tight control over radiation storms and blackouts.
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This is why I've never completed a jigsaw puzzle, always the most obvious choice.
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No sry, everything works fine here. Page 1, but it doesn't really clarify much, there's 3 sizes of food containers 0,5 (I think it's 0,5), 1.25 and 2.5. 1 water container same size of a small rounded monopropellant tank (0,5?). 3 sizes of oxygen tanks, radial attached, the middle one is a bit smaller than a goo container, gravity and greenhouse are quite big, around the size of a mobile lab, geiger is now like a barometer and the active rad shield is a 2.5 thing, same size as the smaller 2.5 stock fuel tank. The rest of the stuff is incorporated into other parts, like scrubbers and radiation shields inside a command pod.
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This mod doesn't exactly do what you want, but allow you to customize time warp, also seems to be some issues there, so use it on a copy of your saved game just in case something happen.
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Yeah, swimming through 99 pages to find that out won't be pretty, so the answer is... you don't need background support, kerbalism support deepfreeze on is own. Now a question about the computer, is it possible to add "list device" as part of the "list" command? I keep forgetting the names of the devices, or it could just show the devices on the ship you execute the command, dunno. I'm out, ciao.
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I don't know if this is relevant or related to that particular bug, but if you're using KIS and KAS you can carry around a backpack called EVA-X, and there's a bug when you put that backpack inside a cargo container and with the kerbal inside the ship you put it in your inventory and then EVA, the backpack won't show like it should (backpack on inventory should appear as "equipped" and visually carried by the kerbal), then you hop inside the ship again and you end up with a clone outside the ship, the original kerbal will be inside the ship without picture on the right corner, if you go to KSC you won't be able to select either the kerbal or the ship, after a few jumps between KSC and the ship everything will be back to normal (except the kerbal's inventory, sometimes you lose stuffs).
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Ohhh I remember dat feeling, also walked the same catwalk, my solution was planting a flag (of course being me, didn't consider planting the flag outside the launchpad), so my final solution were 2 beacons at the end of the runaway, it's useful also for landing planes, through I only deploy them when I need them... because accidents. Try posting in your language. This is awesome, but I keep seeing that oxygen waste in default is called CO2 and in realism is CarbonDioxide, when I first installed kerbalism and was trying out the different profiles this spammed a lot of red ERRs on the log (ship was on orbit).
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Well that would be another goal I think, but it would also consume some water right?, adding a module into the config scrubber + waterperday should suffice? I think you're missing the profile, on CKAN you gotta download the default profile as well, cheers.
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@ErevanGaming I have no idea about config things, my coding skills are pretty much like a baby playing the piano, so you're on your own on that one. But while practicing some stuffs on modeling came across the weird behavior on landing gears, which has been reported several times under several different issues (like this one), and I'm fairly sure it's Unity's fault but still trying to pinpoint a workaround. I'm gonna try to not make this a text wall: Version 1.1 landing gears and wheels are blood relatives: I can't really understand what is going on here because so far I can only say KSP has some really derailed physics concept when it comes to interaction between rigid bodys on what should move and what can move and turning the landing gears into some odd rover wheels (bogey module) but also implementing other awesome changes (nothing beats the bending joints). But it gets even better when you read about how Unity kindly suggest you to "simplify" every terrain mesh (AKA screw offroad) that should contact a wheel and makes you wonder if PhysX is being developed by hermits. Unity is a jealous ex wife dating the best lawyer in town: This is probably one of the reason why we haven't seen a crazy improvement on KSP when migrated to Unity 5 and also why several mods were destroyed and had to be recoded. Unity has bipolar disorder, discovered multithread (50 years later) and PhysX is not backward compatible. Also wheels, they use to be like planks on the ground (and felt like that too), today it's like a bunch of tennis balls inside a net. Sandbox Derp Colliders: Unity can handle itself like a baws when it comes to 1 collider meeting another single collider, but 10 colliders against 1 and the fun begins, now how many parts your standard ship has? 30-50 minimum? Rigid body groups are a nightmare for Unity and there's as many combinations of parts as players, KSP for the sake of performance only use primitive convex colliders but it's a juggling circus to calculate the correct behavior of a handful of colliders landing on a dynamic mesh, now once landed... Hell is at 0,0,0. No cookies by the door: Ever tried to land a ship on top of another ship using landing gears? Well don't do it, that's stupid, that's why we have planetary surfaces after all dummy. Seems like basically you're asking the game to calculate the mass and positioning of every collider (your gears) that touches the other collider (the roof of the big vessel) and expecting the big ship to simply add that mass and recalculate his own CoM, it can be done without noticing if the masses are ~1x10 and the little one is 100% symmetric, but the smaller ship is still under the effect of gravity and is yet to set itself as landed, so if you switch to another vessel around 20-40km distance from those 2, the dynamic mesh turns into static and the first ship's coordinates are saved to prevent them falling down to hell, and that should work, they still have a high chance of blowing up once loaded (at least the small one's gear) but the smaller one does not jump nor sink. A simple test, place 1 small engine on top of another without attaching them, save, change scene a few times or reload, you'll notice the engine sliding at first and when contacting the ground is doomed to hell, so something inside the algorithms used for that planetary mesh have "holes" and ships can sink even when not using landing gears, so unless KSP devs explicitly tell us that wheels have been fixed I'll keep on landing on girders, maybe my base clip to hell but at least won't be sitting on a set of omnidirectional wheels. TL;DR. For some reason landing gears jump at random, don't use them on bases, also as far as I can remember B9 didn't include stationary landing gears, they look so good. Sry this turns out as a text wall anyway. Cheers! EDIT/// Sry @Sarbian, this is just how I see it, again I don't really understand coding, this is 70% my observations by experimenting, replicating, trying different kinds of meshes and 30% reading and trying to figure out things without full internal knowledge on how KSP handle things, but I did had a lot of help trying out things on Unity (lot of limitations there), I'll be glad to be corrected instead of dismissed. Also sry, this is totally out of MM subject, didn't actually realize.
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Ohhh sry didn't understood the red battery thing the first time, if you installed kerbalism using CKAN you also need to install the default profile pack that comes with it, if it's not that a good old screenshot could help clear this out.
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That's not a Kerbalism issue, it goes to a KSP bug which has to do with low FPS and the game not registering L, here's the solution until Squad actually fix it. Bug Fix Module
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@ErevanGaming your log must be a carnival, you got a ton of mods, 3 different versions of MiniAVC active, abandoned mods like Champagne Bottle or Vessel Mover (this last one redundant since you have Hyper Edit) and some deprecated mods like Advanced Animator. I'm surprised your only NaN values are those expected from MJ. I've asked you the pics because some gears can cause the bounce on low gravity places due collision meshes being too low, but I'm totally unfamiliar with those landing gears in the screen shoots.
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Was the malfunctioning part from Infernal Robotics? That mod is awesome but also triggers a lot of weird behaviors on other mods, FAR loves IR.
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[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
Kerbos replied to ObiVanDamme's topic in KSP1 Mod Releases
@ObiVanDamme I've just installed this mod, it's pretty cool so far, but it was a pain in the cheeks when using Connected Living Space, good thing the author of that mod put some very easy to setup configs, so here's the one for OSE Workshop for those who use CLS. -MEGA- Cheers! -
That was the mod, but it just like I did it, except RoverDude positioned the lights ahead of the beacon, but I did found something interesting about transparency and alpha channels and KSP seems more than ok with it, the effect is kinda off but still works. On a side note this 2 command pods and the Jumpseat seems very small/weak to actually carry any shielding EDIT/// Maybe a simple blacklist cfg, here's the names of the pods just in case model = UmbraSpaceIndustries/ExpPack/HERP/assets/HERP_POD --------> This is the round one name = HERP_Pod model = UmbraSpaceIndustries/ExpPack/HERP/assets/HERP_JumpSeat name = HERP_JumpSeat model = UmbraSpaceIndustries/ExpPack/AES/Assets/AES name = AES_Pod
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@ShotgunNinja yes it does, current radius was 2.5 mts, what I didn't knew is that it draws the objects every time light changes, so moving parts won't help at all, right now I'm digging through D.E.R.P. models, can't find the light yet, time to install the mod and see wich one is it on ksp
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I've just tried this, 2 rotatory independent directional light sources, looks good-dizzy mixture, hyperedited a kerbal inventory to test it out on larger scale but sadly I could feel the impact on a ship with almost 200 parts including other stock spotlights, rotation speed did made a difference through, I'm gonna have to go for emissive somehow. Gonna check D.E.R.P. and then redesign the medbay that thx to stupid unity had to dismember to the bones trying to find nonexistent open vertexes in a sad attempt to animate.
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@ShotgunNinja Thx for the explanation, this could actually be the key to work an entire model on Unity 5 and getting color curves animations outside it without much hassle, Im' still trying to pull out the MedBay, but I got hit by the export steel wall and had to put it on hold, the object triggering the error was a beacon, sort of like this: But my original idea was making a rotatory 4 sided larger cage, so in the final result it would look like 4 beams of red light rotating with actual light, discarded coz would be memory expensive, so changed to an alpha channel testing emissive extraction/difference/add at first, so every texture "illuminated" by the rotatory beacon light would look redish, but that's when I got to fight against another issue that I've never mentioned, I'm color blind, baking colors for me it's hard as hell and it really helps if I can read the values and see the mixer, so my final idea was just making a transparent red emitter, but KSP doesn't like transparency plus looks very bizarre. So it is entirely possible to code my second attempt? A triggered diffuse emissive red texture (with a static degraded intensity from the origin 100%--->1%), let's say 4 mts radius mesh on KSP, that use the red channel to add red to whatever other texture comes inside his mesh but excluding (or blocked) by the rotatory cage? Sry, I forgot to quote the rest of where I got the code, it has the explanation for what it is and everything, but it just goes over my head -link-. I know this has nothing to do with kerbalism, but maybe you could find some info in there to add or improve stuffs on the mod itself. Cheers and thx for the cancelled zoom on window scroll, that was driving me crazy, dunno why never said anything about it.
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Awesome, got a new release, also "increased NERV radiation", now I just need to unlock that on my career mode to keep poisoning my kerbals, they already hate me for setting a space station on the inner belt, blame KerboDyne, they want it there . This caught my attention, you mean you can simply add the lights by coding? without doing the animation itself b4 exporting to .mu? Because right now I'm seriously getting tired of using Unity 4.2 for animate and Unity 5 to re export the materials from blender without losing mixes and diffuse values on the nodes. Besides exporting animations from Unity 5 to .mu is downright broken thx to Unity devs. I've tried to find workarounds and found this little gem: But since I suck I don't even know how to use it or where it should go, it's random gibberish to me, so to sum this up, you could code a light source? Let's say a point lamp, just by adding an empty GameObject with a mesh size 0,0,0 but with an emissive texture (texture 1x1 pixel black, emissive 1x1 pixel white) and setting intensity and/or radius into the config after the model is exported? Like that?
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I'm gonna take a guess and say it didn't change anything @DarkonZ? First off turns out shaders are amazing. Now with the real reason, @ShotgunNinja, I was trying to figure out what was so different from my system that makes possible for me to see the belts with Dx9, and the only thing I could imagine was that I had installed Visual Studio and silverlight along with Unity 5, so probably something changed there, uninstalling it wouldn't be a final test because windows has this thing about leaving a bunch of stuffs behind, and it took too much time for me to track those leftovers and nothing changed. But there was one more thing, and I don't know how to test that, my directx is heavily modified because I did had a lot of troubles with other games, so there's way too many fixes I used for it especially playing ARK, and that game wouldn't run with dx9, so I had to force my dx9 to read instructions from dx11 (horrible experience and performance), so I've look for some data concerning dx9 Cg coding, and I don't understand sheit but the line that says SV_POSITION doesn't appear anywhere to be used, instead it seems like that function thingy is only for dx10 and above, the closest thing for dx9 was POSITION, could that be the error since KSP use dx9? PS: Heading of my log just for how my pc is seen by KSP and the link to where I saw that.
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Saddly yes, but -force-opengl on the shortcut makes them visible, dunno why no one likes opengl it's less ram hog than dx. You can only animate emissives and lights in unity, trying to mix animations from blender or 3dmax with unity always ends up with something not working, so you should animate all in unity unless you only need parts moving. In unity just add a mesh renderer to whatever you want (in your case the entire model), select the material (or add one if you didn't yet) and set the shaders KSP>Emitter>diffuse or spec, pick your textures, then press ctrl+6, you should see the animation windows poping up, in there create a new animation and name it however you're gonna call it on the .cfg (usually something like myhorse_lights). Add a property and look for the part you wannit shinny, then > Mesh renderer > Material.emissive.color or some crap like that, you should see the RGB channels and one more homeless color, don't pay attention to that. In that animation thing you'll see a time line (or frames, whatevah), make sure you're at the zero frame, go to the time you want your animation to stop and add a key and set the values for the RGB channels to something higher than the one you started with and that's it, at the bottom of that animation windows there's also 2 options for you to play with, curves and dopesheet, curves is more awesome but some light turning on/off doesn't need awesomeness.
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This may sound stupid, but in the Nvidia control panel, on 3D management, did you try setting the shaders cache OFF for ksp?
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[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
Kerbos replied to IgorZ's topic in KSP1 Mod Releases
@IgorZ thank you so much for clarifying this for me, now I got things to think of, alone, in a melancholic mood, maybe with a cup of something while watching a fireplace in the darkness, things like "when is humanity going to see the world as it is, without fictional flags or frontiers but like the single spec of dust in this black bottomless ocean we need to share?" or "why the bloody hell wouldn't occur to me to reload the quicksave instead of renaming it?". A common proverb says "truth is in the eye of the beholder", well I need a goddamn ophthalmologist fairy, not the first time my logic is severely illogical. Cheers!