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What is an "Eeloo"?
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I was meaning memory performance. Did you know any source info for this? Im planning modding in the future but i never made game optimized textures for Unity
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Thanks, compression and texture reduction sounds very good to me, following close to this!
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This is a shader, but still relays on the actual textures for each part, so my question is: how do you think guys this going to affect performance in huge parts mods like BDB? Just curious about it...
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Underrated mod IMO! How far did you tested the SEP addon?
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Hi everybody! I dont know if someone have this problem before, i downloaded the mod, install it, and everything seems to works fine, but at the moment i go for a launch, the whole stack just collapses in the launchpad. Im also using SLE but launching without SLE didnt change the result. it just fall apart like if the atachment node of the hot stage wasnt working properly, or maybe im just too stupid to figure out how to setup the whole thing lol ports are BtB, although i dont know exactly how that affects the hot decoupler...
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[WIP] Nert's Dev Thread - Current: various updates
Ariel Kerman replied to Nertea's topic in KSP1 Mod Development
Oh, i thought it was the one that make radiators have 'pain grade'... guess it got an upgrade! -
[WIP] Nert's Dev Thread - Current: various updates
Ariel Kerman replied to Nertea's topic in KSP1 Mod Development
1- Well 25 years is much more reasonable, i accidentally find out that many Small modular reactors (SMRs) has lifetime about 2.5x longer than convencional reactors due the simplicity of their design. 2- What is SH? duh! 3- Thats fine for me, it is better to maintain all the coherence possible between savegames -
[1.12.5] Sterling Systems v0.4.0.2 [Aug 14, 2024]
Ariel Kerman replied to JadeOfMaar's topic in KSP1 Mod Development
*Padme's suffering noises* BTW can this issue be solved in the future so we can have actual radiation shields? -
[1.12.5] Sterling Systems v0.4.0.2 [Aug 14, 2024]
Ariel Kerman replied to JadeOfMaar's topic in KSP1 Mod Development
At least we still have the conical one, right? ....right? -
[1.12.x] Near Future Technologies (September 6)
Ariel Kerman replied to Nertea's topic in KSP1 Mod Releases
The rocketman is back... -
@ColdJ I wasnt able to see your reply due the Forums getting drunk as usual (what is happening?), so thx for the explanation and the module tweak works very well for the F-22 Yep, im already following your thread now...
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Persistent thrust doesn’t work unless you install it from the correct fork on Github: https://github.com/enkido/PersistentThrust The repository is kinda hidden from the public if you dont know how to access from the main branch (the outdated one) The other alternative is using BetterTimeWarp, which allow you to set physical timewarp beyond 4x, although the kraken can make a party of your ship if this has a high part count, or the thrust is to high.
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JNSQVolumetrics | v3.0.1 - Final Approach
Ariel Kerman replied to rbeap's topic in KSP1 Mod Releases
As one of the two dudes who said NOP to Nara's clouds, i cant actually be more agree with this. JNSQ was made aiming to certain realism elements, i know is a game about space frogs, but keeping the original realistic essence of the mod is always a good thing...- 119 replies
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Yeah i appreciate the nice detail of the bay door dont just snap open, but still, the doors move a little bit faster IRL. Actually im interested in the explanation if you dont mind, as i will moving into the modding world of KSP as soon as i finish my last career in JNSQ, so everything i can learn in the way is welcome. Can the animation lenght be adjustable in the configs? How? I though the anim data such as key frames is stored in the .mu file