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JadeOfMaar

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Everything posted by JadeOfMaar

  1. I noticed your trouble with thrust. Unless you already figured it out, the way to fix it is to set your config to use a GameObject within the engine part, not the name of the particle's GameObject. You have thrustVectorTransformName = particleFX You should have thrustVectorTransformName = thrustTransform
  2. Somewhere mid-2016, I bet. I was introduced to modded KSP by a friend. First things I did with those installed mods was try to build motherships and their landers. I started modding KSP myself because I moved on from (failing too much) building motherships to wanting to drop prairie houses on the Mun.
  3. I made engine cowls for SABR3 Sterling and finally learned to fix the horrid normal map problem with it. And then. I test-flew my CFASTT-1-esque again in 2.5x.
  4. @linuxgurugamer Those changes would be welcome, yes. This mod indeed needs Deep Sky Core and B9 Part Switch and not Firespitter. The lowest compatible KSP version is supposed to be 1.4, as well.
  5. Pre-release 0.3.1 Fixed normal maps. The textures are no longer so great of an eye-soar. :: DOWNLOAD ::
  6. @smotheredrun It'll work just fine back to KSP 1.4.5. No guarantees beyond that.
  7. Pre-release 0.3 is here See all screenshots above for highlights. Please don't mind the broken normal textures. Next update should come very soon, fixing all that. Obsolete -> Rapier-replacing engine Minor adjustment to performance rescale Update/replace plumes Minor geometry fix/adjustment on SABR2 intake and SABR3 rocket(s) Minor balance pass on intakes B9PS updates and joint strength buff on SABR3 intercoolers Added engine cowls :: DOWNLOAD ::
  8. I finally got around to making those engine cowls. As requested, they'll allow for flush-mounting these engines to things other than their intercoolers. I haven't launched anything yet to see what the drag cube system does with them. Their colliders need a second pass before I can release them.
  9. I can tell you with ease that between KSP 1.2.2 and 1.6.1 (These numbers are very, very far apart in a software engineer's perspective so do be mindful of that), everything has drastically changed and there's no getting around that. KSP has not died. It is still very alive, therefore the amount of change. Mk2 Expansion has changed from using interstellar Fuel Switch to B9 Part Switch, and a few of the models in that mod have changed entirely, guaranteeing craft breakage. I maintain OPT now, but I'm not in the business of fixing model problems with its parts, only adding features, fixing configs and eventually bringing new parts to OPT. KSP 1.3.0 was a high impact, major release, introducing Localization and changes to deep features that easily broke mods. KSP 1.4.0 was another upgrade to the underlying game engine, therefore, another grand ripple effect on everything that runs on/in KSP. (It's also where Making History comes in.) Angel-125's mods (Wild Blue Industries) has also changed immensely, and not entirely because of what he wanted and would enjoy catering for (brace yourself. The list of new features is a kilometer long). KSP itself and a few co-dependent mods have recently heavily broken his mods. The only suggestion I can give you is to be patient, deal with it (the amount of change) and do try to have fun in rebuilding your crafts and infrastructure. It can be just as fun to rediscover how to get something done (and more quickly and efficiently) as it was to get a thing done in the first place. The same creativity you're worried about may also end up going down a different path and to all-new designs and mission planning, and you can easily forget or cease to care about reviving the old things.
  10. Time to crash the all-stock SSTO plane party again. This, inspired by "CFASTT-1" can take 30 tons to 300km in 2.5x. The nose cone is a mod but its custom texture is disabled due to Squad's revamp work. It's there to survive 2700K of heat. The engine stacks are mine. Each SABR3 engine is equal to 7 RAPIERs with a little less of their garbage performance configuration. This plane is not simply slapped together. It uses angles of incidence in a few of its wing pieces to help it nose-up easier and it can touchdown very gently at 92m/s.
  11. If by chance the USI warp drive is attached to, or clipping a cargo bay, it will misbehave like this. I can't tell as any image of your ship so far is too small to try to identify every part.
  12. Yes. It's in Difficulty Settings. You can change how long they starve or faint too.
  13. Please don't puff me up. I am not worthy of such praise. But... many folks indeed don't think much of the sea. Apart from its lacking physics. I've wanted to provide an avenue for such gameplay since.... this long ago. December 2016.
  14. Looks like you're right. I didn't want SeaQuest to bring much in the way of all-new parts, but now I'm planning for 3 tiers of depth for a certain unique, Crew Report-alike experiment, however, this experiment requires a tailor-made submarine body to carry it down to these depths, and survive past the default 400m limit on Kerbin (and ~240m on Eve) when part pressure limits is turned on. So, in comes the Baby Shark/Turbo Shark profile. Very WIP but already fairly well trialed in-game. The main fuselage is near the 1.25m size allowing for a somewhat cramped 1 seat cockpit (because people are going to want a cockpit), and cargo space for 0.625m goods. Further following @Angel-125 tradition, most of the fuselage parts will sport built-in solar panel, and when his mods are installed, many WBI features will be available to Baby Shark. Sea Quest will also be made available standalone for players who will want just the shark parts and maybe the fish resources for other uses excluding the Sea Quest grand scheme.
  15. All of Nertea's mods should be setup already for localization. Just find their Localization/en-us.cfg file, make a copy and change en-us in the filename and inside the file to your language code, whatever they call that, and translate the strings inside.
  16. Stock switcher does not support resources and Nertea's mods very largely need resource switching. Squad massively, massively failed (again) by not providing this. If this was done, we'd then have the possibilities of: Toggling the Kerbodyne adapter's hollow and fuel tank form; All tanks could hold LF (for the stock nuke) when desired; Squad could deprecate all the redundant LF vs LFO tanks (largely in the plane parts arena) and some of the Mono tanks, and save on shipped parts' memory footprint.
  17. I had a blast with this first probe for Gael's moons. The launcher is quite possibly an SSTO but rather than try for a stable orbit before staging, it was used to gain altitude to make it easier on the Terrier-driven upper/kicker stage to circularize, plane change, and push most of the way to Iota, then the true transfer/return stage took over. So there were three stages under the probe body. (Those three booster tanks on the 1st stage don't decouple). The LV's engine is, I think, one of the fancy sustainers from @Well KNES mod. All of the experiments visible below are also from that mod a bunch of experiments (mostly from KrakenScience, also from Well) on the opposite side of the girder... The visible microwave oven is also KrakenScience. I had the option to leverage the Iota flyby to do a Ceti flyby as well but I spent all my science points and found myself quite impatient... I did not want to wait the extra 80+ days with practically nothing to do in-game and waiting on this to return so I could unlock the big (or the majority of) spaceplane parts. Finally I did this 1km/s burn as to lesen the risk of the probe body flipping and/or melting at possibly 5km/s due to being slightly unbalanced, losing control during plasma blackout, and the experiments being unshielded from airflow. But the payoff was great at 2000+ science points.
  18. KSP's part catalog is based on things that happened or could have happened in the past. It's a safe bet that nothing that hints at sci-fi in any amount will become stock. You're much better off finding mods for these things. Related: In all the time that KSP has been around there is yet to appear: a stock engine that can help you cruise in Eve's atmosphere; a single exotic stock resource that's partial to Eve and Duna and NOT to Kerbin and Laythe.
  19. Nearly any mod that works in 1.4 will work without issue in 1.6. Just help yourself. The mods make the game.
  20. I forgot what the size of my old one was. Turns out to be 4". I would've saved a good chunk... I considered the flip phone for real, but for necessity's sake, I till need to be able to type fast/swype and be able to check email and Whatsapp. Gotta disagree with you there. The typical gamepad layout just doesn't sit well with a significant potion of KSP activites. I can see myself gtting into and even used to it but the amount of context stuff you need to do at a moment's notice, and fluid movement of the camera or a highlighted part around the screen or the moment where you need to (re)name a craft or toggle things manually (stock ability to edit action groups in flight when?) just aren't things you should have to fudge about with just a D-Pad and analog stick. And don't get me started on the Wii-U controller. Space agencies run their operations on good old keyboard and mouse.
  21. KSP is still very, very poor at multi-threading on the desktop, it's even very constricted performance-wise on the consoles (you're hard-locked to 300 parts at any given time, and you can't get mods for the console versions-- mods being a thing that KSP was built for, and what KSP encourages) and the only thing about your GPU that's important is its VRAM. All the muscle of your mighty GTX cores means nothing here. Moreover, reinventing KSP's UI to fit a mobile screen that isn't 10 inches or Apple Retina or some other super-ultra resolution gimmick is going to be a waste of time for Squad, and a hard time for anyone who figures their fingers are too big when they interact with the screen. KSP on mobile is still a very bad idea. Also, many mobiles have too little RAM (and I don't mean the drive space that mobile makers love to advertise and deceive you with) builtin. There would be no room for KSP to fit except on very large tablets. That barrier to entry might not be worth Squad's time. ... Also, I just bought a new 5.5 inch Hyundai phone and I could've bought a 4 inch, or a flip phone lol. It has a sorry 1 GB of RAM in it. I don't want it getting CPU strain for anything at all like my previous phone.
  22. Indeed. Dare I say these might even be NSFW
  23. This intrigues me. Must try it out.
  24. @OhioBob @AChambers1006 I think that glitch is exclusive to scatterer (or merely a non-too-precise setting in GPP's config for it). I've seen enough of that myself. Scatterer's rendering isn't in 3D layers but is all postprocessing in a layer virtually right before the camera, so the planet's PQS doesn't occlude where it should, also that horizon is pretty far offset.
  25. Dayyum. I....... I underestimated you and your ability to have a car engine melt itself (of all things).
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