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Xemit

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Everything posted by Xemit

  1. I'm Polish and I made some of the solar panels so your pun can exist peacefully.
  2. 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.
  3. Did something brake or do you mean normal maps and such?
  4. Can\'t try them, I haven\'t pre-ordered yet... :-[
  5. 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)
  6. Continuing the legacy of deployable panels here are some new ones powered by 0.14 and r4m0n\'s script. Grab it here
  7. It should rather be upscaled to 1.5m as that\'s the size of that other fairing base that doesn\'t get slimmer at the bottom.
  8. 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'.
  9. What\'s the polycount on that window? It looks a bit too round, especially for a tiny pod.
  10. 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
  11. 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.
  12. He said it many times that he won\'t scale it down. Also it\'s not in any way hi-poly, it\'s just that other parts are unnecesary lo-poly. And unity can handle pretty much any amount of polies you throw at it anyway, so I don\'t think that that\'s a problem.
  13. 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.
  14. I\'ll get on that as soon as possible. Also, what did that fix do exactly? Knowing is half the battle.
  15. It works on every computer I checked it on. It must be something on your side.
  16. 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.
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