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Ariel Kerman

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Everything posted by Ariel Kerman

  1. Somebody tested out how this works with EVE or EVE-VE? Even if not, do you think guys they would work fine together? I really want to play in a 2.5x scale system, though im already playing a career with the volumetric clouds and looks wonderful, i would restart it only for a reescalated system.
  2. My part categories are screw up. Most parts are disappeared in the default tabs (engines, tanks, etc) while in the VAB or SPH, BUT they are still visible in the manufacturer/mod tab. I was only wondering if someone face this problem before. Thx in advance...
  3. It isn't... i already tried, and i finally chose Kcalbeloh. Usually interstellar planet modpacks didn't work well together, although it can work with planet packs wich modify the the stock system only...
  4. My pleasure! And hope this brings extra motivation to @AnimatedK and/or any other KSP fans artist out there to keep showing their talent...
  5. 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
  6. 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.
  7. 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...
  8. 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...
  9. 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...
  10. 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...
  11. 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...
  12. 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!
  13. 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...
  14. 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! It does if you orbit at 2km altitude
  15. 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.
  16. Radiators that use intake atmos to work... nuclear SSTO vibes...
  17. Thanks! Updated via CKAN with the 8k textures and everything works just fine... Some screenshots from Efil. I was never been there before
  18. Nice @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!
  19. 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.
  20. 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 }
  21. 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.
  22. 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?
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