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Everything posted by Xemit
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[UNOFFICIAL/FANMADE] 0.17 Discussion Thread 2
Xemit replied to kacperrutka26's topic in KSP1 Discussion
Why are they so big? -
[UNOFFICIAL/FANMADE] 0.17 Discussion thread
Xemit replied to kacperrutka26's topic in KSP1 Discussion
I personally think that a stripy blue gas giant kinda like this one from Space Engine would look much better. Except maybe more saturated (only slightly) to make it fit the style more. -
[v1.2.1] Noyuz Spacecraft - New panels available!
Xemit replied to Xemit's topic in KSP1 Mod Releases
Did something brake or do you mean normal maps and such? -
[v1.2.1] Noyuz Spacecraft - New panels available!
Xemit replied to Xemit's topic in KSP1 Mod Releases
Very cool Alchemist, I appreciate that. -
[v1.2.1] Noyuz Spacecraft - New panels available!
Xemit replied to Xemit's topic in KSP1 Mod Releases
Can\'t try them, I haven\'t pre-ordered yet... :-[ -
[v1.2.1] Noyuz Spacecraft - New panels available!
Xemit replied to Xemit's topic in KSP1 Mod Releases
http://kerbalspaceprogram.com/forum/index.php?topic=2680.0 For the Orion (Ceres) http://kerbalspaceprogram.com/forum/index.php?topic=3684.0 For the Altair (I think there\'s also an Orion in this one) -
[v1.2.1] Noyuz Spacecraft - New panels available!
Xemit replied to Xemit's topic in KSP1 Mod Releases
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[v1.2.1] Noyuz Spacecraft - New panels available!
Xemit replied to Xemit's topic in KSP1 Mod Releases
Continuing the legacy of deployable panels here are some new ones powered by 0.14 and r4m0n\'s script. Grab it here -
[v1.2.1] Noyuz Spacecraft - New panels available!
Xemit replied to Xemit's topic in KSP1 Mod Releases
Glad to hear that Uranium -
[v1.2.1] Noyuz Spacecraft - New panels available!
Xemit replied to Xemit's topic in KSP1 Mod Releases
You sure about that? It works here. -
[Collection] Kosmos Spacecraft Design Bureau (SSPP 4.1 6/12/12)
Xemit replied to Normak's topic in KSP1 Mod Releases
To fix those RCS issues you simply have to make sure that putting stuff above the pod is the last thing you do. I don\'t think this method will work with a standard bottom decoupler because I only tried it with a one whose staging is fixed. Fixed, as in the staging no longer bugs out when you build it. Link to the .cfg below. Said .cfg -->http://dl.dropbox.com/u/10492850/things/part.cfg Put it in the KOSMOS_VA_RRV_LockDown folder I think I speak on behalf of the whole KOSMOS team saying that this is an official bugfix that will be included in the next release. Emphasis on 'I think'. -
[Collection] Silisko Industries - BACE 0.3(1) released! [April 28]
Xemit replied to NovaSilisko's topic in KSP1 Mod Releases
What\'s the polycount on that window? It looks a bit too round, especially for a tiny pod. -
Texture mapping problem in blender
Xemit replied to Normak's topic in KSP1 Modelling and Texturing Discussion
The remedy to your worries gabyalufix! -
[v1.2.1] Noyuz Spacecraft - New panels available!
Xemit replied to Xemit's topic in KSP1 Mod Releases
I decided not to. The problem with parts made for only one purpose (eg. this pack or other 'single rocket packs') is that they more often than not are unbalanced with the rest of the parts and are difficult to implement in original designs. On top of that I\'m unbelievably lazy -
Do you think I\'m an idiot or something? It\'s painfully obvious that optimized models run better. I didn\'t mean that he won\'t have to optimize it because unity can handle it. What I meant is that those models are not by any means too hi-poly for a pc game. If this was a mobile game there could be some doubt. Those models can also be pretty much as detailed as it\'s needed because the ship is just that. You won\'t need any other parts to get to space. So even if CardBoard makes it so that it barely runs smooth (but still smooth) this won\'t be a problem since there won\'t be anything else to bring the fps down (also shut up about space stations, there\'s no way they would be so tasking). And before anyone else makes a dumb reply, I do not think that the situation described in the last sentence will in fact exist at all. And that is because CardBoard is a good modeler. Fuck, I read that wrong. Could you explain how exactly the usage of polys affect performance? I can\'t see a way how a badly made mesh with e.g. 1000tri would run worse than a godly made one with 3000tri. Unless you mean something to do with shaders. But to be honest, there\'s not much you can do with them in KSP, we can\'t even do normal maps.
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[v1.2.1] Noyuz Spacecraft - New panels available!
Xemit replied to Xemit's topic in KSP1 Mod Releases
Fix released! See OP. And about the future, when docking comes up I\'ll release a module so you can do it with the Noyuz. Also when there will be animations, I\'ll make the panels utilize them. -
[v1.2.1] Noyuz Spacecraft - New panels available!
Xemit replied to Xemit's topic in KSP1 Mod Releases
I\'ll get on that as soon as possible. Also, what did that fix do exactly? Knowing is half the battle. -
[v1.2.1] Noyuz Spacecraft - New panels available!
Xemit replied to Xemit's topic in KSP1 Mod Releases
It works on every computer I checked it on. It must be something on your side. -
[v1.2.1] Noyuz Spacecraft - New panels available!
Xemit replied to Xemit's topic in KSP1 Mod Releases
If you want a crude imitation for now (before docking gets implemented) you can put the vanilla parachute on the top. I\'m not sure if the fairings will work but at least it looks vaguely accurate.