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Everything posted by Falco01
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[WIP] The Cities of Kerbin (Hex Blocks)
Falco01 replied to Eskandare's topic in KSP1 Mod Development
That I can do easily, I'll avoid using too high poly models, can I use bmp for more details ? -
[WIP] The Cities of Kerbin (Hex Blocks)
Falco01 replied to Eskandare's topic in KSP1 Mod Development
Anything I should know before getting started ? -
[WIP] The Cities of Kerbin (Hex Blocks)
Falco01 replied to Eskandare's topic in KSP1 Mod Development
Just tell me what you want me to do -
[WIP] The Cities of Kerbin (Hex Blocks)
Falco01 replied to Eskandare's topic in KSP1 Mod Development
If you want I could help with 3d modelling as long as you tell me what to do, I know how to use Blender pretty well now and also how to make textures Though I don't have that much free time so don't expect me to build a whole city in a day, also I can't make any cfg or unity thingy with my current knowledge and I don't speak of C coding -
[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
Falco01 replied to EnzoMeertens's topic in KSP1 Mod Releases
If you need anything that doesn't need C# coding, ask away I can make .cfg, .mu, textures, meshes, animations,... The only thing I can't do is programming sadly- 735 replies
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[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
Falco01 replied to EnzoMeertens's topic in KSP1 Mod Releases
I saw you wanted pictures or vids, if you want I can try to make you a few things over the week end Maybe styled like Portal 2 ad-ish trailers at least I could have fun with animations Pm me if you want to, I'd be glad to help- 735 replies
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[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
Falco01 replied to EnzoMeertens's topic in KSP1 Mod Releases
I noticed a bug, idk if it's a mod conflict or a bug related directly to your mod, all I know is that since I updated to the version 0.2.5, I have a huge drop in fps when I'm in the SPH or VAB when building a ship with more than 10 part and at 15 part, I go down to 5-10 fps when below 10 parts, I run at >30fps Do you know any conflict with an other mod ? Or is it due to the new calculations of water ? I'll revert to 0.2.1 which doesn't have the issue btw- 735 replies
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[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
Falco01 replied to EnzoMeertens's topic in KSP1 Mod Releases
It would seem they are though idk if they were the exact same on both end but we manage to wreck a whole ship leading to funny results though it was not my ship And for that I could give a hand if you want I know how to make an animation and also to make an animation from a physic simulation with Blender though I'm not good at rigging but it shouldn't be required for a chute- 735 replies
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[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
Falco01 replied to EnzoMeertens's topic in KSP1 Mod Releases
That way you can h ave it without FAR, even though i like that mod, my pc don't like it with high part count planes- 735 replies
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[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
Falco01 replied to EnzoMeertens's topic in KSP1 Mod Releases
Glad to read that you changed the water damages system, using BDa and making a warship was impossible, the ship would take a huge amount of damages and be completely twisted as soon as it came into physic range (increased at 10000m with Bda) I hope that's fixed, I'll tests asap Also, an idea for dented wings and airbreaks the wings could loose lift by the % of damages they have (70% of damages would result in a 70% loss of lift) it would definitely make a wild landing interesting especially at high speed For the airbreaks, they could loose drag when deployed or even get jammed though idk if the latter is possible for you, ctrl surfaces would use the same system as the wings with even funnier effects I wish you good luck for the development of this mod and be sure that's one that's gonna stick in my game for long, it's just so fun especially with the lag coming from Dark Multiplayer, making a formation flight or a docking is way more thrilling- 735 replies
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[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
Falco01 replied to EnzoMeertens's topic in KSP1 Mod Releases
As far as my testing goes, yes, it have pretty funny results but is it due to the impact itself or the fall after the explosion, I have no idea, all I know is that there were...things that are still unidentified today also I managed to stuck a control surface in the wall on a building of the R&D XD- 735 replies
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I don't know the first and don't have the latter as far as I know though I have other things such as dysinchronia induced by a high IQ but since I don't know a lot about those 3 diseases (I consider having an abnormal IQ may it be high or low as a mental disease) or at least not enough to answer with precision. an other funny phenomenon about that dream's worl is that I can have little interactions with it during the day as if I had a phone and thus can ask things to other people of the dream which at first was translated by me talking to "something" in a corner of the school, I had nobody else to talk to anyway, I guess this is why this dream is born or what induced it to it's current state, also something to note is that the time don' flow the same way, a bit like in inception but during the day, the times are syncornised between the two world though when I'm dreaming, I spend from 10 days to a few month in the world at once which make me be 158 years old there, also the world is a fractal multiverse with precise orbital mechanics but that's since the beginning though I was not understanding at first how it work If you are interested on knowing more, send me a pm so we can exchange more data through Skype or something
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I could say I do a lucid dream every night almost naturally since I'm born though I can't seem to control everything even though I'm at a point where I master space and time the world itself is persistent and evolve from night to night, I'm wondering,if you ever heard of the latter concept to make it short, I'll celebrate my 159th birthday in a ship somewhere in a new frame I just discovered...probably alone though...
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[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
Falco01 replied to EnzoMeertens's topic in KSP1 Mod Releases
An idea I had for the repair system, you could for eg say that a normal kerbal can repair 25 damages at a time and an engeneer 50 for eg, because you can't repair completely an engine in space without a whole team of engeneers behind and a crap lot of materials Or you could set a maximum limit to the repair like for the first repair, you can go up to 90%, the second 75%,... and also, does ksp supprot concave colliders ? 'Cause I remember that when I had to make one, I had to make it convex or use multiple colliders nad I think it's how hollow part and cargo bays are made; would be worth to check if it work seing the deformations we can have with your mod- 735 replies
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[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
Falco01 replied to EnzoMeertens's topic in KSP1 Mod Releases
I was wondering, is the deformation related to the crash tolerance ? 'Cause I've been playing around a lot with it and ended writing a config that multiply all part's impact tol. by 3 and I have to hit a fuel tank at 500m/s with a plane to cause some significant visual damages Maybe a cfg or a menu to tweak the mod's setting would be useful to solve that or for those who like to see their ships in peices Last but not least, with this collision I managed to stuck a control surface in the side of a fuel tank, amazing mod really- 735 replies
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[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
Falco01 replied to EnzoMeertens's topic in KSP1 Mod Releases
No problem, glad to help, keep up the good work- 735 replies
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[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
Falco01 replied to EnzoMeertens's topic in KSP1 Mod Releases
I did a few tests and it work really well for me apart from one detail Only the fuel tanks, pods and engines using stock modules work for deformation, the rest (modded or not) don't, even the other crewed part that are not command pods don't deform, it's a bit bothering when you do a nice belly landing with a plane and that only the fuselage get damaged Maybe I missed something in the description since nobody reported that on here yet, or there is a problem with my install which is heavily modded I'm gonna try asap with a stock install to see if it work well, I also tried to change the .cfg to make the "ModuleKerbalKrashContainer" apply to all other parts which didn't changed anything nor did the ":final" Apart from that, it's a wonderful mod which I hope to become stock one day last but not least, I crashed a huge 747 (I tried to do a belly landing in fact) and didn't had any more lag than without a mod- 735 replies
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