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Ariel Kerman

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Everything posted by Ariel Kerman

  1. I just want to say i made some RO configs for the main Ares-V parts (not engines). can be shared along this mod?
  2. Ahh... i missed the wiki step-by-step link douh. Im taking a look as soon as i intall unity again I guess use different channels of a single texture is better than use more textures for the same result
  3. 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
  4. Thanks, compression and texture reduction sounds very good to me, following close to this!
  5. 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...
  6. I use it in all my installs, this time im using the "Next" version of KJR
  7. Underrated mod IMO! How far did you tested the SEP addon?
  8. 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...
  9. Oh, i thought it was the one that make radiators have 'pain grade'... guess it got an upgrade!
  10. 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
  11. *Padme's suffering noises* BTW can this issue be solved in the future so we can have actual radiation shields?
  12. At least we still have the conical one, right? ....right?
  13. @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...
  14. 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.
  15. 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...
  16. 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
  17. This is the coolest military jet mod i ever seen for KSP! Unfortunately i left the gloomy and dark world of BDA users on Discord, wich means i cant fully test this mod as it should be (with weapons on it) Anyways, in the remote case i want to come back to BDA, how can i make the bay doors in the F 22/35 open faster? The animation plays quickly in the Editor, but very slowly in flight.
  18. Yep i deduced that by examinating your files, looks like i accidentaly deleted DOE mod while updating JNSQVolumetrics. Distant Object Enhancement provide auto-exposure in flight, and thats the reason behind the skybox being much more brighter. Also seems like i succesfully learned how to change lens elements from scatterer without MM giving me alerts
  19. Hey @rbeap, im enjoying your work so far! Quick one: did the new version modify the background somehow? It seems more bright, stock-ish and i want to change it, also the sunflare but thats in changelog at least. How can i change them back?
  20. Hi there everybody! Im absolutely new at modding. I used to be a 3d enviromental and concept artist like 6 years ago, but that dont pay my bills in the country i live. anyways you can see some of my personal artwork here: https://www.deviantart.com/arielmultimedia Presentation done, i want to read your ideas or advices about this mod i have in mind. Firstly, i wanted to bring to the game the Hermes spacecraft from The Martian movie, just bc is more cool, but then i realize the craft from the books is also very cool too. Here is the thing: there is already a lot of mods that allows you to build the EXACT hermes from the books, and even perform a similar profile mission to Duna/Mars. And in the other hand, the vessel form the movie is also almost buildable in KSP, except for a few parts, so my idea is to bring those parts to the game, im talking of the Command module, Antenna and Relay module, spherical xenon tanks, and the VASIMR on esteroids engine. If i want to put effort in this mod is bc i want to build it from scratch, and make it as high quality as possible for today KSP standars. Let me know what you think. Any advice from the most experimented guys out here it would be really welcome!
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