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Posts posted by Ariel Kerman
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2 hours ago, NexusHelium said:
Ahhh! *desperates click sounds*
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2 hours ago, mattihase said:
I don't think rendering all the parts is the current bottleneck, it's simulating them all that raises a difficulty.
Exactly, is not about render the parts, but by allowing the engine not have to, you can simulate them in background, reducing the amount of calculations needed for the whole ship, specially thoose related with physics during flight and timewarping
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Hace poco salió MechJeb para KSP2, tal vez te ayude bastante, mi viejo truco en KSP1 antes de descubrir MechJeb, era saber el cociente de la densidad atmosférica según la altitud, y dividirlo por el empuje+masa de la nave en cuestión, vamos... el mismo método que usa MechJeb en tiempo real, yo lo hacia UNA VEZ y luego a intentarlo. Por supuesto aun asi aterrizaba a mas de 1 km debido a temas del ángulo y arrastre de las partes, pero era mejor que intentarlo a ciegas. En el CEK era mucho mas facil debido a las "referencias" visuales que tenia, pero una vez te vas a Duna, Eve, etc eso ya no funciona.
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3 hours ago, NexusHelium said:
Tutorial? Eh.... I don't know if they (or I
) would like someone completely copying their work.
I didn't mean that lol
He already did some KSP-to-Blender model extraction tutorial in the past, I just tried to say it would be nice to see more of those kind of videos again. Of course it is fully up to him to do that. Maybe I didn't express it correctly because I don't want to sound demanding or something like that...
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I still think that despite the actual state of KSP2 as a product, there is still o solid base to work from, hidden in his base code.
I know i know... is really easy and logical to claim the base of KSP2 is terrible, but that is from a gameplay and performance perspective only:
the code couldTM very probably contain instruccions for Unity to do very interesting things, like 1) geometry cache, or 2) normal-to-geometry generation mesh (#2 is very unlikely but still possible), wich would allow things in gameplay like for eg, allow a 400 parts vessel to be reduced at 2 parts only during timewarping (one part for the engine, the other for the rest of the vessel), and thats just the top of the iceberg, "Juno: New origins" already use this trick. IMHO if KSP2 is dead, the only future of this community will depend on us getting a look inside the KSP2's code. Gather signatures or pay to obtain the IP could be the only way... -
16 hours ago, AnimatedK said:
Kind words! Thanks for sharing :hug:
I knew you was here somewhere, but a couldn't tag you for some weird reason.
Your last short IMO really deserves a behind scenes/tutorial too if possible...
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On 5/8/2024 at 11:18 AM, NexusHelium said:
Yeah. I'm pretty good with textures and more 2d things but sculpting and the animating has always been my Achilles's heel. That's what's been keeping me away but we'll see how I do later lol
Animation shouldn't be a problem for modding as far as i know, and for parts, my advice to you is to focus more in modeling* instead sculpting. Hard-surface modeling to be specific
Anyway if you know where is a place to discuss mod development without being developing one, let me know, and feel free to PM me if necesary...
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18 hours ago, NexusHelium said:
Literally inspired me to start learning blender. I've always wanted to learn to 3d model and animate but now... I, like, REALLY want to learn it
Welcome aboard, is a one way trip only!
As generalist 3d artist, im already very familiar with Blender, the only thing that stop me from create (high quality or nothing) Mods for KSP is coding: Python and C++ to be more specific, and some minor Unity skills. Maybe is time to give it a shot after all... -
In case nobody has posted this before, i want to share with you guys this fantastic KSP animated short film created by AnimatedK, all credits goes to him. Hope you enjoy this brilliantly made piece of art as much as i did!
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10 hours ago, JadeOfMaar said:
That's an oops on my part. I've caught the exact issue elsewhere but not there. The loop temperature value is the same as the shutdown temperature value. In SterlingSystems\Engines\zPatches\SystemHeatFusionEngines.cfg go to line 70 and raise the value there. The shutdown temperature for the ICF engines is 2000.
Well... thats work for sure, thx!
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The Calabash engine's reactor reach his 1600k peak temperature and shutdown, doesnt matter how much i try to cool him down, even if the engine itself is deactivate. Im using the liquid radiators, but also tried with the ones in FFT mod and the overheat is still there. Can provide a log file but my game is heavily modded, and i dont think is a mod compatibility issue anyway. Any other engine works just fine...
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On 4/13/2024 at 1:59 PM, JadeOfMaar said:
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This one and its 20m tall brother will be available on release and they include stack nodes for ease of clustering. I have some very welcome helpers working on things so these parts don't totally have to rely on a basic emissive gradient (like in 2nd pic) for the fluid film.
Now this is original and cool parts! Im wondering how translucency or subsurface scattering works on Unity. As far as i saw, only HabTech has some nice translucent solar panels on his ISS mod. Looking forward to this!
12 hours ago, Manul said:Air cooling doesn't work well at mach 5
It does if you orbit at 2km altitude
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19 hours ago, Heller Kerman said:
Didn't you ran out of power for example? I just tried to replicate your problem in my testing save and all worked fine for me (switching to another vessel and throttling down to 0). I am too lazy to bother with sharing the craft file, but it was just the the daedalus engine, MHD generator, plasma fusion generator, big sphere tank with fusion pellets and a drone core. Tested on KSP 1.12.5 and latest release of KSPIE.
Hi! It wasn't a power issue for sure. I remember me making a brachistochrone trajectory to Tau Ceti with GU installed while time warping, directly from LKO, wich make wonder in awe. In the second ignition to decelerate, nothing happend.
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Anehta it looks just incredible too! Sorry i have to post this here, i'm wonder in awe

Spoiler
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Radiators that use intake atmos to work... nuclear SSTO vibes...
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23 hours ago, Jason Kerman said:
It's safe to update if you do it correctly. It's recommended to use CKAN to avoid incorrect installation. Also, it's always good to backup your saves incase anything happens.
It's hard to say which texture you should use. You can try 8k and see if the performance is acceptable. If you often experience crash when changing SOI, it's better to switch to lower res textures or cut down your mod list.
Thanks! Updated via CKAN with the 8k textures and everything works just fine...
Some screenshots from Efil. I was never been there before
Spoiler

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9 minutes ago, Jason Kerman said:
The newest release is available on CKAN!
For official volumetric cloud support, you can find a test version here:
Kcalbeloh Volumetric Clouds v0.0.1-alpha
Test version available on GitHub
Please note: this is a working-in-progress project and may contain bugs, glitches, or incomplete features. Use it at your own risk and feel free to report any issues.
Currently finished bodies: Rouqea, Suluco, Noyreg, Anehta, EfilNice @Jason Kerman! Cant wait to check it out!
But before, due the changes in the folder structures, do i gonna destroy my actual savegame if i update to v1.1.6?
Also, i have 16 GB of ram at 3800mhz and at least 90 mods installed, should i keep it to 4k textures?
Thx in advance! -
6 hours ago, Fanta_Racer said:
Hi, @JadeOfMaar, I've downloaded the latest version of your mod but ran into some complications. I've got ZIP-files from the GitHub and from what I understood, I had to drag files from Zip-file/GameData to Ksp/english/GameData. So i transfered SterlingCore, SterlingElectrics, SterlingThermals and PSIWedge into my KSP/GameData folder but nothing showed up in game. I tried to group them up (Put Electrics, thermals into SterlingCore folder) it didnt work as well. My version is 1.12.5 plus I have plugins from CKAN, if you need the mod list, logs, etc, I'll provide that. Thanks
Hi there, not JadeOfMaar but maybe i can help! seems like a bad install right there.
First delete all Sterling files from your KSP folder, either in the root folder or the GameData.
Secondly, unzip the files from GitHub somewhere in your PC, make sure you download them from the proper repository.
Thirdly, move the entire "game data" folder into your KSP root directory, the path sould be something like this: "your disc"\"your game store"\Kerbal Space Program\GameData\SterlingSystems. Usually it should'nt be nothing else in the middle beetween KSP folder and the mod's folder.
Finally, you have to do the same thing for all Sterling Systems complements, electrical, thermals, etc. If you unzip them INSIDE the Sterlings folder, thats the reason it didnt work for you. Inside the Sterling directory, the only folders you should see after download the complete bundle are:
Agency
Electric
Engines
Tankage
Thermals
version
Cheers. -
3 hours ago, zer0Kerbal said:
yes please. I will also considering adding it (with credit) to the SCON/NSSC/KD FAKQ
Sure. This should be pasted at the end of SECTION 1 in the ComonResources config file.
RESOURCE_DEFINITION { name = MetalOre displayName = #LOC_CRP_Metals_DisplayName density = 0.007 unitCost = 14.1 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true isVisible = true volume = 1 } -
Hi! im not using KSPIE right now, but is an absolutely great mod. The reason i uninstalled it a few months ago, is because the daedalus engine just get broken in flight: I give it everything needed and it fire in the 1st ignition, but right after that, or after change to another vessel, the engine just show the plume but nothing else, stops generating thrust and the DeltaV desapear, even if the Pellets tanks are OK. Is no a bad setup of mine, just a bug that i was never able to solve. I writte this just in case somebody else face the same bug before, and can guide me in the right direction.
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FIXED: I was unable to track down the problematic mod, so i finally created a resource definition in the CommunityResourcePack > CommonResources.cfg file, for the unused MetalOre resource, and works smoothly.
Can i share the code for that here in case somebody else face this same problem? -
13 hours ago, zer0Kerbal said:
Do you have CommunityResourcePack (CRP) installed? if not, installing that might resolve the issue, or you can just copy the MetalOre definition into a private patch.
Yep, i have CRP installed, and i think i'm going to lean more towards this idea. The resource definition are just a few lines in the CommonResources.cfg right? I found "MetallicOre" in that file, but not "MetalOre", idk if it is the same resource.
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1 hour ago, zer0Kerbal said:
Yeah sorry 4.0.99.35
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19 minutes ago, AtomicTech said:
Is it possible that this version doesn't support 1.12.2 somehow?
I recommend updating to 1.12.5, the loader isn't really as bad as we originally thought. More annoying than anything.
It looks like more like a B9 error that i cant figure it out right now. Usually i resolve most of my mod incompatibilities by firstly: avoiding them, secondly: identifying them for myself. None of this was possible in this case...

Threads of the month: May 2024
in Announcements
Posted
My pleasure!
And hope this brings extra motivation to @AnimatedK and/or any other KSP fans artist out there to keep showing their talent...