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KSP2 Release Notes
Everything posted by [ Jeremy ]
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Hey all, not sure if it's just my own install or some other issue, but the Making History Desert Runway doesn't show up, despite having the DLC installed. The current release does have the incorrect ConfigNode names, but even after correcting the node name it still fails to load. Moving the corrected cfg file to the ModuleManagerCfgs folder does work, so possibly it may be an issue in the ConfigLoader.
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totm june 2018 Work-in-Progress [WIP] Design Thread
[ Jeremy ] replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
This craft is as much a WIP for the custom parts I have for it as it is for the overall design, but it's in a state I'm happy enough with to share. Unsurprisingly, the debut of Top Gun's Darkstar has inspired a good few of us, and here's my take on the design, project "Shockwave": Aside from the custom parts I made, featuring a true dual-mode scramjet - the "holy grail of hypersonics", the craft just uses Procedural Wings and Tanks. It flies much like the one from the movie, just barely able to get to Mach 10 at 35km (~120k ft), and melting if it goes any faster than that! Had to use JNSQ to get a good rescale for it to stretch its wings, using stock would have it pitching down too much to stay in-atmo. I may release the custom parts in future, but the engine model needs to be re-meshed, and I need to get good at texturing (I only have a mouse, yikes!). -
First off, I just want to echo how amazing Waterfall is at what it does, it really is a step up from the particle-based system stock uses. Moving on, I've been trying to get a custom mesh working for an engine I'm working on, but I can't seem to get the full mesh to display in-game. Been trying to use the bundled meshes as an example but it's just not clicking in my head at the moment. See screenshots below for the progress I have at the moment. Any help would be really appreciated! I also have a question regarding how the face culling works for the deform meshes. Having read the discussion here and the documentation on the GitHub, I gather that most people mainly use the simple cylinder mesh to get good plumes from all angles, especially looking from straight behind, but I wonder if there's a way to enable that kind of behavior on the deform meshes as well, as being able to better control the shape of the plume is something that sounds really appealing. It might be possible but I haven't found it yet, once again if there's something I missed do tell.
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Hey everyone, making a start on weapons for BDAc, have made a fixed weapon already, am now trying to move to articulating turrets but I've hit a bit of a brick wall on how to set up the model in Unity. Have searched around for documentation about its structure but haven't found anything unfortunately. If yo u have any pointers or maybe even a screenshot of the hierarchy window in Unity that would be greatly appreciated!
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War Thunder - Screenshots and Discussion thread!
[ Jeremy ] replied to Columbia's topic in The Lounge
Was that the Tier IX evnt? If so then yes, it was really fun to play, although it would take some time to learn the helicopter controls -
War Thunder - Screenshots and Discussion thread!
[ Jeremy ] replied to Columbia's topic in The Lounge
I finally have some form of free time to get back into the game, and boy have I some screenies for you guys! -
I actually have two candidates for this one, so I'll see which ones you deem "better" Now I tend to put aesthetics over raw speed, but that doesn't mean that I can't claim my Velocity badge all over again! First off is the Raven, coming in at 48:43, cruising in at a hair under 1400 m/s - surprised a big bird like this can go sub hour actually Secondly is the Peregrine, a much prettier craft in my opinion, but I would think less of it as it clips a pair of wings in the centre for looks (you can probably spot it with a good look at it.) Another thing about this craft was that I found a way to cool the cockpit by transferring the fuel from the ncs adapter to the intakes, which would cool the fuel down and then be pumped back to the nose to cool the cockpit when things get a little too toasty up front - it allowed me to cruise quite comfortably at around Mach 4.7, at least according to KER. And here's an example of the "active cooling helping to keep the plane from the exploding on the descent back to KSC: Remember folks, you can have speed with a little bit of style, just see what you can come up with!
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[Whitelisted] [Modded] Forum Minecraft Group
[ Jeremy ] replied to ZooNamedGames's topic in The Lounge
We are planning to build an intra-city tram line to serve the city itself. We have plans as to how we're going to build it, so just designate the sides you wish to place your stations and we'll see what we can do! -
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[ Jeremy ] replied to ZooNamedGames's topic in The Lounge
@max_creative, quite a bit of the spaghetti down there was courtesy of myself and Florid, but I came on to check earlier today to find that everything was working fine. What was the issue you were having exactly? PS. Just don't go anywhere near that thing -- it's so compactly wired together that breathing on it might break it -
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[ Jeremy ] replied to ZooNamedGames's topic in The Lounge
Right now we have to wait until the corrupted save has been deleted from the server and this one replacing it, which is when MK is up and ready to do so. As for when, I can imagine that by the evening the server's going to be up and running again. Check back around 18:00 UTC, good chance the server's up by then. -
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[ Jeremy ] replied to ZooNamedGames's topic in The Lounge
Maybe you could delete the save that's in the server right now and insert the correct one? -
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[ Jeremy ] replied to ZooNamedGames's topic in The Lounge
A slime farm? I think I have a slime chunk dug out under my house, but that's still in its infancies - do go ahead with the farm though! -
[Whitelisted] [Modded] Forum Minecraft Group
[ Jeremy ] replied to ZooNamedGames's topic in The Lounge
He already has, but people keep missing the link for some reason. Either that or they don't want to join for whatever reason. I just don't want the drama to spill over to here again. -
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[ Jeremy ] replied to ZooNamedGames's topic in The Lounge
A path? We've built a train line going from Sanctuary to Paradise City already, surely a path isn't needed, right? Also here's the link to the Discord server, will be posting this every few pages so people can go there -- get some of these discussions off of the forum. https://discord.gg/UmwCpDJ -
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[ Jeremy ] replied to ZooNamedGames's topic in The Lounge
Any estimate until the moveover? -
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[ Jeremy ] replied to ZooNamedGames's topic in The Lounge
What's causing the prettification is a shader called Sildur's Vibrant Shaders (Medium Quality) , which also uses Optifine as a dependancy to run. Other shaders are available as well but that's the one I'm using, along with Sildur's Enhanced Default for more everyday use. -
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[ Jeremy ] replied to ZooNamedGames's topic in The Lounge
I must say, the server is really starting to come together with time, to think this was just a forest some two weeks ago: On another topic, when's the move to Paradise City going to happen? -
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[ Jeremy ] replied to ZooNamedGames's topic in The Lounge
About that, the invite link in the OP has expired due to an issue with the server, you'll have to make a new one for us unfortunately. As for everyone else, bookmark the invite link or DL Discord directly and have it open on startup so you don't forget about it! -
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[ Jeremy ] replied to ZooNamedGames's topic in The Lounge
I got the obsidian Sparky's hankering for anyway, and if you guys need any more just gimme a shout, efficiency 5 does short work of tasks like this Oh and @max_creative, You have the GoAhead from me! -
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[ Jeremy ] replied to ZooNamedGames's topic in The Lounge
Now that you mention it, beacons take literally a chest's worth of iron to construct, so an iron farm does have its uses you know. -
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[ Jeremy ] replied to ZooNamedGames's topic in The Lounge
Realistically you only need 2 and they'll do the rest, but I would recommend builiding it some way from the time so people still have space to build homes. There is a village just south of the working skelly farm, so that could be a potential site. -
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[ Jeremy ] replied to ZooNamedGames's topic in The Lounge
Shaders are a finicky thing to use, firstly due to Optifine being a requirement for most if not all shaders, and secondly the amount of power behind your GPU, especially in terms of how much VRAM there is on hand. I have a lightweight one here, but as always your mileage will vary (will post in Discord because links are from Mediafire) -
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[ Jeremy ] replied to ZooNamedGames's topic in The Lounge
Since we're posting pictures, here's another angle of our little hamlet, this time from the top of @Dfthu's new home: -
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[ Jeremy ] replied to ZooNamedGames's topic in The Lounge
Actually yes, large structures can get in the way of things and should be discussed with everyone immediately around it. I propose a small rule: no large/tall builds unless approved by all players within line of sight or 100 blocks of the structure-to-be. Sound good? -
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[ Jeremy ] replied to ZooNamedGames's topic in The Lounge
Server's using the java version, so no fear!