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Everything posted by Oicani
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This is phenomenal news. Two things I'd also love to see addressed are: make it so we can change the size/scale of these panels. The right-click-on-part-during-flight menu is absolutely gigantic, even (especially?) on a 4K display make those icons high-res images or vectors. They simply do not scale well. Even in your own screenshot you can see they're all sorts of wonky, and it just looks bad. The pixel-art / display aesthetic just doesn't work well for different resolutions unless you have several different pixel-perfect asset sizes for popular resolutions (1080/1440/2160 at the very least) never going to happen: make these UIs more information-dense, with smalles elements and less padding
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Hey, I used to use the PartCatalog mod, and I really liked its layout. Is there a way to make this work in the same way (as in a button for each mod/mod folder)?
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Oicani replied to BahamutoD's topic in KSP1 Mod Development
Thanks! Now, two questions: one, is the AI supposed to try to attack me? It's not! And two, any chance you are working on getting AI to spawn without having to launch it manually, BD? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Oicani replied to BahamutoD's topic in KSP1 Mod Development
How do you make AI flights stay when going back to the SPH to launch the plane you want to fly? -
Crzyrndm, would it be possible for you to make a version where all those filters in the leftmost pane (function, module, etc) are removed and we're left with only the mods' icons (in a similar fashion to PartCatalog)? I loved the workflow of PartCatalog, but the author won't be making new versions anymore. Your mod could be the perfect alternative!
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Oicani replied to BahamutoD's topic in KSP1 Mod Development
Did you ever release that landing position indicator? -
Are there different FX for different surfaces? Such as red dust in Duna, gray dust on the Mun and so on?
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Low framerate in SPH and VAB
Oicani replied to *Aqua*'s topic in KSP1 Technical Support (PC, unmodded installs)
Anyone else getting this? -
Low framerate in SPH and VAB
Oicani replied to *Aqua*'s topic in KSP1 Technical Support (PC, unmodded installs)
Getting the same issue. Unmodded x86 Win. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Oicani replied to cybutek's topic in KSP1 Mod Releases
Is there a way to make the KE window not open everytime I launch a new craft or load a save? -
Looking good! Thanks!
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Anyone test this on .25 yet?
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Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Oicani replied to Majiir's topic in KSP1 Mod Releases
Isn't Karbonite a more polished version of Kethane, with more features and a much less restrictive license? I don't see how anyone will need Kethane anymore. Unless green is your favourite color. -
Hey, mates. Here's all the files related to this project. If you are interested in helping or just using it yourself as it is (not recommended!) go nuts. License: do whatever you want as long as you give credit (to cBBp especially) https://dl.dropboxusercontent.com/u/1417259/Project%20Blackfish%20stuff%20for%20public.rar
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Is this going to be converted to be compatible with Karbonite any time soon?
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[24.2] Karbonite Ongoing Dev and Discussion
Oicani replied to RoverDude's topic in KSP1 Mod Development
I personally found myself bummed by the texturework in Karbonite. I heard this is an open project, are the current textures available somewhere? I'd like to give a palette edit a try if it is. -
Hey there. Project Blackfish is a project started by CardboardBoxProcessor (cBBp, of Kosmos Spacecraft Design Bureau and Dragon Rider fame) to produce the Sunfish SSTO shuttle. The Sunfish is heavily inspired in the VentureStar proposed single-stage-to-orbit reusable launch system and its prototype, the X-33. The Blackfish project's goal is being able to carry a full stock orange fuel tank to LKO. Current implemented and working features include: • The whole ship is a single part. No assembling, no PhysX lag • A whole ton of custom animations • Custom flaps • Custom re-entry flaps; their lift gets turned off when not in use since they are streamlined to the body in that state • Custom animated, powered and steerable landing gear and modified suspension system • Spacious payload bay with animated doors • Streamlined docking port with animated doors • Custom aerospike engine based on the X-33's (fun fact! the whole engine was modeled, including the stuff inside the body of the sunfish! it has since been scrapped for performance reasons ) We are currently looking for help with polishing, finishing and further developing this project. If you're a KSP modder with experience in plugin programming and/or part editing (eg cfg files) shoot me a PM. The project is currently not open to everyone, but it is planned if the community shows interest in the project. Media: These pictures in particular are from earlier versions of the Sunfish, so some changes are to be expected. And here's a silly video with the latest development version of the Sunfish: (sorry in advance for the lots of annoying mistakes - had to make the video in a rush and only noticed them a good while after the point of no return ) ---------------------------------------------------- Source files: Here's all the files related to this project. If you are interested in helping or just using it yourself as it is (not recommended!) go nuts. License: do whatever you want as long as you give credit (to cBBp especially) https://dl.dropboxusercontent.com/u/1417259/Project%20Blackfish%20stuff%20for%20public.rar If you could keep discussion, updates or any development in this thread it would be nice, but not at all necessary.