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KSP2 Release Notes
Posts posted by Eskandare
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Hi everyone, my computer has been down for a couple of months. I should be receiving new parts soon. Hopefully I'll be back in action shortly.
On 8/15/2020 at 3:14 PM, Kerbalwings said:Eskandare are you still working on this mod?
Yes I am, but my machine has been down for a couple of months. I hope I'll be up and running again soon.
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Hi everyone! My computer has been down for a few months. I'll be getting the new parts shortly. Hopefully I'll be back in action and start finishing some new stuff as well as updating the current structures.
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On 4/30/2020 at 9:54 AM, Angel-125 said:
Nice to see the old KSOS getting a facelift! She's in good hands.
The only actual full face lift will be the cockpit being switched from Raster Prop Monitor over to ASET by @alexustas, and MAS by @MOARdV.
On 4/27/2020 at 1:24 PM, smotheredrun said:I too am available for testing.
On 5/13/2020 at 6:31 AM, KIMCHI said:I can test as well!
I'll be doing the initial Alpha test, I'll release the Beta as soon as it is ready.
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On 4/27/2020 at 10:35 AM, UltimateFlash15 said:
It looks like it's already working in 1.9.x, at least for me
15 hours ago, FahmiRBLXian said:1.9.1 and mine's stuck on loading, at "Verifying Expansion: Breaking Ground SquadExpansion/Serenity" and earlier in the loading it says:
(well, close to this).
I've got ridden of the main Firespitter mod folder and leave just the Firespitter plugin that came with Airplane Plus (That I have it installed. And it still says the same). I'll post a log if I find any.
EDIT: Perhaps that's because I accidentally had the Firespitter.dll inside GameData. I'vd just reinstalled the mod and trying it again.
I use the version of Firespitter in Air Planes Plus.
Additionally if anyone is interested in making mod propellers, Eskandare Aerospace does not use Firespitter, but instead uses KerbalActuators by @Angel-125. It is easier to set up for making propellers with prop-blur, has a great hover controller, and returns the rotor/propeller to the start position for specific blade folding. Firespitter is the go-to plugin, and has been a part of the community for almost the life of KSP. Overall whether you use Firespitter or KerbalActuators it is a matter of personal preference.
Again on my end Firespitter works for me on 1.9.1, And I haven't had any problems yet.
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7 hours ago, Krzeszny said:
I use the CKAN version.
Hmmm okay I believe that should be CKAN'ing from the SpaceDock repository, so you should be good. The only thought I have with the FPS drop in accordance with KSR is animations. KSR has a few constant animations like radar rotations.
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7 hours ago, Krzeszny said:
When I add this mod to KSC Extended, my FPS lowers by 10: from 64 FPS to 54 FPS. I've tested this multiple times and this mod is really resource-heavy. Is there a way to fix it?
Based on my tests, KSC Extended "eats" less than 5 FPS without Kerbin Side, which eats additional 10.
I probably should have asked about this in the KSC Extended thread.
Are you using an old version of KSR? The only things that ate up resourced were some of my old anomalies recycled from my "TopSecret" mod, they had colliders that ate up a lot of resources. I used simple geometry and low impact colliders. I even remade a lot of the anomalies to prevent GPU drag.
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On 5/3/2020 at 8:50 AM, Manul said:
To my current knowledge KK hasn't been updated to 1.9.x yet, this is probably a PQS issue. If @Ger_space is available to chime in.
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4 hours ago, linuxgurugamer said:
I have decided to adopt this, under the KSPIE license. In progress
Wow great!
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18 minutes ago, Nightside said:
Ummm....
Looks like I'm not, but I just downloaded recently???
Aha, it looks like the Github button in the OP goes directly to the 0.90 release instead of https://github.com/Eskandare/KerbinSideRemastered/releases
Thank you so much for your help, I haven't tried the new release, but it sounds like the problems should be resolved. I'm excited to play with the new statics!
I haven't updated the github release, I apologize. Use the SpaceDock release. I'll update github in a moment.
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On 4/26/2020 at 2:57 PM, Nightside said:
Thanks for your response. I checked In my normal 1.8.1 install, and it looks like the issue is also there, but gaps are minuscule, and would not cause issue for vessels. So it seems likely that Kopernicus or RSS (or maybe some KK effect related to planet radius?) is the culprit.
On an individual basis, the gaps can be closed by some careful scooting of the static, however in my current airports project I’m generating hundreds of sites from a spreadsheet, and I have no interest in actually visiting each runway to check.
Anyway, thanks for sharing your awesome work!
Which runway is doing that, and are you using the latest release?
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On 4/25/2020 at 3:38 AM, Aerospacer said:
These were preparations for future improvements to the KK functionality. They appeared a long time ago, probably in the Kerbin Side by @AlphaAsh , but were never implemented.
The advice - or forget or ignite with this idea both @Ger_space (current KK developer) and one of the static content developers. The second is much more complicated.On 4/25/2020 at 5:08 AM, ns88ns said:Or reverse the mod or contact mod's autror or (thing 1 here) or (thing 2 here) or ... (tons of other things here)...
It is implemented already but isn't documented. Nowadays nobody likes write documentation. It is much easier to "allow users to find all things in-game. It is much more interesting". I dug deep and found only one post related to this functionality which gave me a hint.. Anyway. To assign personnel to any office/production/recearch facility - first you need hire them. For this you need a building with facility type "barracks". Barracks hire staff and then other office/production/research facilities get unassigned staff from barracks. Just one thing - this mod comes with no barracks pre-configured and you need add one by your own. Then it works. Open any barrack facility with inflight base manager and hire personnel. Then it can be assigned to any other O/P/R facilities.
A lot of the KK functionality is being revised by @Ger_space. The current facility syste requires there to be barracks to put kerbals into the facility. Currently @Ger_space is busy with real life stuff, but he's the owner an main dev of KK. Please note: KK is under an All Rights Reserved license and cannot be redistributed.
On 4/24/2020 at 11:22 AM, Nightside said:Hey @Eskandare, I was trying to use your beautiful runways in my new Airports for RSS project. I have an issue where the stripes on the runways come apart from the runway and float or fall beneath the runway itself. These have colliders and will cause a crash if you hit them or fall in the holes.
I thought I solved this issue. This is caused by the meshes in the model not sharing the same origin point. Just to note, KSR doesn't support RSS and could be an issue with the origin not aligning..
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On 4/17/2020 at 8:52 PM, linuxgurugamer said:
Not with the license as it currently is (I was asked)
Oh that is a shame, I see it is using the KSPIE license. Well I guess this mod goes to the grave along with the DEMV mod (which I have a copy and I cannot update ever) and many others.
Edit: Huh, DEMV "is" creative commons (at least the MK-5 version) But BobCat wanted them never to be updated as the rest are under ARR.
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On 4/7/2020 at 6:44 PM, MonkeyCan'tDock said:
Can we add the old Kosmodrome mod to Kerbinside? I love the assets with the giant pit in the ground.
There is talk of me taking over cosmodrome and making it more stock alike.
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Just a small update to the EHI Master page.
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4 hours ago, JPmAn said:
And this is an immediate follow! Thanks for bringing this beautiful thing back @Eskandare!
No problem
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Just a little news, I just started cleaning up the landing gear and setting up the suspensions and new wheel colliders. Also, just now made the depth mask for the IVA. Next I'll be giving the Dauntless a new cargo bay collider. I think after I got the depth mask, cargo bay, and landing gear fixed up, I should be able to update everything else via config.
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34 minutes ago, Tycho7 said:
Hi! Sorry to be a bother but are there any plans on continuing development for this mod? I understand IVA's can take a lot of time so no bother if it takes a long while. Really enjoying it! Cheers
I'm certainly still developing this mod. Yes, IVA's do take a bit of time. I'm working out a new work flow to speed up the IVA process. Really it is no different from making any other part, just the inside. I have another project where I am making a much more complicated, texture and model wise, IVA. I've mostly been practicing the process, where the fruits of my labor are in the mod. So be patient, I have a lot ahead of me but it will be all worth it.
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9 hours ago, Dragon01 said:
I'll see what I can do for your Aerospace pack. It seems to feature a lot of old-timey cockpits, so I could cook up a nice set of MAS-based analog gauges. Cameras are a bit broken in 1.9.1, but none of those will be using them (only KSOS will).
I've been away from KSP for a while, but I'll let you know when I get back to it and make something.
I haven't got all the IVA's done yet, only the SR-71 and I plan on reworking that a bit before next release. KSO is all that is needed for now.
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7 hours ago, Dragon01 said:
Well, let me know if you need help updating the displays to MAS. I can even try to do something fancy, if you're in for making a few 2D graphics.
Sure I could always do with help. I've been looking into MAS for the IVA's for Eskandare Aerospace, and Eskandare Exploration Pack.
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16 hours ago, Dragon01 said:
Were you able to get the WIP KSOS Mk3 parts, as well? They looked pretty sweet. Given the scope of the changes you outlined, it seems like you got hold of the source files for the rest of the mod, that's why I'm asking.
I'm afraid not. Only the original KSOS files I'm working with. I have the permission to reverse engineer KSOS for updating.
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Kerbal Shuttle Orbiter System
Development Page
Hello everyone, I've now found the time to work on this little gem. KSOS is originally developed by @helldiver and is now under my custodianship. I'm working on fixing many compatibility issues, weight and balance issues, and collider issues. If you have any community configs, PM them to me I'll add you to the credits. Additionally I'm looking for the alternate textures and names for the KSOS so I may incorporate them into the stock texture switching.
This page acts to keep the community in the loop about the update. Helldiver's original page can be found here.
~Eskandare
PLEASE WATCH THIS SPACE!
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On 5/29/2019 at 9:38 AM, FreeThinker said:
I still have some plans for this mod. The general idea is that this mod becomes a kind of Interstellar Warp Drive Plugin that will would independently or in conjunction with KSPIE.
I like that this warp drive is separate from KSPIE.
Anyone willing to pick it up or update it?
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Hi @linuxgurugamer, any chance of you picking up this mod? I liked using it with the IXS Warp Ship.
[1.1.3] KSO (Kerbin Shuttle Orbiter) Legacy Packs & Development Updates
in KSP1 Mod Releases
Posted
Hi everyone. I hope to be back up and running soon. My computer has been down so I haven't been able to do any development at all. I hope to be up an running soon.