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Jognt

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Everything posted by Jognt

  1. I'm not sure how I forgot about the Mk2 parts after all the time I spent trying to hide RCS on my spaceplanes... *facepalm* Sorry about that! Is CKAN planned for this?
  2. Looks nice, though I get the feeling that besides the Mk3 cockpit simpler straight+90° angle ones would be plenty. I'm guessing the Mk.3 cockpit is what inspired you for this one? If so, isn't it possible to add functional thrusters to the single part that is the Mk3?
  3. Does the material/goo rebalance also prevent Science Labs from gathering resetting the experiments?
  4. Is KRE compatible with 1.4.1? CKAN at least doesn't show it as being flagged as such.
  5. What do these configs do? Is it you placing those mod parts where they'd make more sense in a UbM tree? Also, what happens if you don't have one (or more) of the mods you mention? Will it cause problems?
  6. Uhm.. if tail fins didn't have any lift/interaction with air then there would be absolutely no point in using them on real and KSP planes.
  7. All well and dandy, but is this not considered a bug? At least the way those effects change appearance with level of zoom, the way heat makes objects translucent instead of shiny? You'd think that in a game about spacecraft, re-entry effects would get some polish and checking when a new particle engine is introduced.
  8. Agreed Myeah, that's pretty much what I do now, except also having to return to the VAB/SPH to try a different setting. Doing it all in sim.physics in the VAB/SPH would be the ultimate in user experience, which is my preferred part of development. Forgive me for asking something that might be 'obvious', but what would be a good place to start getting into modding KSP?
  9. While I am 100% for stuff that adds functionality, I am against _removing_ functionality. ie: forcing you to use kerbals to do stuff you don't need them for now. I mostly just want a way to edit damper/spring settings in an environment that has physics enabled. So either in the flight scene, or with a simulated physics mode in the VAB/SPH. Imagine being able to balance your rovers/SSTOs spring/damper ratios while building the craft by simulating physics in the SPH/VAB for a given body (if too cheaty, maybe as long as you have gravitational data on a body?) It's too bad I don't know how to make mods at all. If anyone thinks either ideas (flight scene editing or sim.physics) are do-able for them, I'd love it if someone'd make this.
  10. Does a mod like this exist? Is a mod like this possible? Getting spring/damper settings right is a nightmare of launch/revert/launch/revert. It would be so much easier if Engineers could alter it out in the world. Please, share your thoughts.
  11. Heads-up: Though CKAN does show it when only 1.4.1 is selected as compatible, it is still listed as "Max KSP Version 1.1".
  12. Any code that allows for offloading calculations to the GPU is great in my book. It's just a matter of implementation ("Do you have CPU or GPU resources to spare?"). I don't know how much work it is to add it as an option, but a checkbox like "Offload X to GPU [experimental] [dx11]" might do the trick. The ability to offload such calculations to possibly much more powerful GPUs will also allow creators to push the envelope in visual effects more. A beautiful thing that is. Edit: Knowing KSP though, it's *probably* going to be GPU resources that people are going to have to spare :p. (6ghz liquid nitrogen Intel overclocks running with integrated graphics aside of course)
  13. Off-topic: What utility are you using for that GPU overlay?
  14. Hmm, is that why my (stock) crafts turn translucent during re-entry...?
  15. Interesting. I have the same problem with a modded part (big windshield from stockalike mk1 open cockpit). Have you tried removing parts to see if maybe a part of bugging up for you?
  16. Same. Not sure what they did to landing gear/legs in 1.4.1, but it's annoying.
  17. Seems to work in 1.4.1 with one small bug which may or may not be 1.4.1 related: Adding the Barnstormer windshield to a craft (any craft, anywhere) will cause the craft to relocate to a couple hundred meters in the air after clicking launch in the VAB/SPH. (Removed parts until the problem went away, then added parts back until it came back. Narrowed it down to the Barnstormer windshield. Other parts from this mod don't cause this problem) https://www.dropbox.com/s/izkhypno1906iq6/output_log (2).zip?dl=0
  18. Awesome mod. Thank you for picking this up linuxgurugamer, though honestly it’d be a relief to hear from drunkenkerbalnaut.
  19. I've been looking all over the place in the KSP folder to find out where to change the science multipliers for different bodies only to find out DMagic knew what I was looking for for all this time! One note though.. Line 3 in ScienceParamModifierConfig.cfg refers to "bodyDefaltConfigs". Minor nitpick, but I love it when code is nice and tidy :).
  20. @HebaruSan Is there a way to flag/report mods in CKAN? There's one mod called "Show FPS" by m4v that's been bugging me. It hasn't worked for a while but keeps showing up because it's listed as "compatible with all versions". /minor nitpick
  21. Do you have any specifics on how/what you want tested? I would like to help, but I know my brain, without specific questions, it gets distracted real easily. One thought on the prebuilt crafts thing, is it possible to have an early contract that tells the player to design a vehicle with X on board with a certain craftname and to then use that? (With a check in case the craftname is invalid ofc) If that's possible it would keep the benefits of the system you had in place before, but the maintenance would fall on the player themselves.
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