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Everything posted by Bizz Keryear
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Done a little testing with your latest version (which you had posted somewhere in here) And these are my impressions: Mountains stick out of the atmosphere like a sour thumb. While 1000 of 1000 looks exact right (like earth from space) .. I think that kerbals have a slight percental thicker one. 1003 (or 1004) of 1000 hides (almost) all of them. The only workaround I can think of is apply tricks (like render the atmsphere towards the horizon smaller or apply an extra layer to mountains) After setting Post processing depth to 1000 (instead of 150) I realized that in default it looks too soupy from space. I get that infamous "above ~25-30km everything fades to black" bug. But only if it is day and the planet in visible in the camera view. Even in space the background is black if the planet is visible but only on the day side. As less visible as the planet is the more background I can see on the day side. Same goes for night day border. As more I slide into darkness as more the background becomes visible. As debug I deactivated PS from the menu and nothing changed about the background. (I thought it maybe might be simulated overexposure) edit anyway I love this mod...just wanted to give a little feedback.
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[1.0.4] Smart Parts v1.6.6 | DDS Textures and Bug Fixes | July 5
Bizz Keryear replied to Firov's topic in KSP1 Mod Releases
The thing is for various reasons I don't wan't to set it to 1%. (e.g.: The separated stage might spin out of control and crash into the main rocket) Thank you very much ... and if you now just could change the 0% fuel condition to 0.01% fuel or so. Edit: Would do it myself ... but when it came push to shove it showed that I am total idiot when it comes to compiling. -
Sooo, ... is it now considered a stable mod? Oh, congrats on release. *GGG* Still has some awkward moments when you are not used to play with it*, but overall a very cool mod. -------------- *= I assume here that since 0.3.02 nothing has change in mechanic. In which (and 0.90,too) I had a separation without any thrust of any engine ... which lead, after I loaded the booster landing scene) to that the main rocket crashed into (which was flown away originally.. after the separation) the booster stages and destroyed them all in (a) very fiery explosion(s). Well Kerbal fireworks ... nothing unusual.
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[KSP 1.8.1] SCANsat [v19.1] -- Dev version [February 20, 2020]
Bizz Keryear replied to DMagic's topic in KSP1 Mod Development
@DMagic Thanks for the update ... Maybe you have to live with it that you have install some experimental mods manually. -
Big rockets often need additional reaction wheels to make them turn fast enough. In 1.0.x (even in 1.0.2) I have recognized a behavior that weren't in 0.9. When told to point at e.g. prograde or retrograde or to a node and has a additional set of reaction wheels (=RW) turned on it targets not dead center anymore but fairly off target (outside of the ring) and also shakes a lot. That happens to balanced rockets (big rockets with sufficient RW) as well as small rockets / landers with slightly too much RW as well as test wise massive overpowered small rockets. But as soon as the additional RW are deactivated the rocket even if totally underpowered (or any any case) is again dead center and also had stopped spazzing out.
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The LVL 909 got nerved lately ... I am not sure if it is intentional that the thrust at sea level isn't even enough to pull its own weight anymore, but for now I assume it. BUT the animation of the 909 at sea level looks really crap .. as like as the engine would run on 10% (or less) ... even in orbit it looks only like ~ 50% ... that can't be right. ... the sound effects, too btw..
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Bizz Keryear replied to cybutek's topic in KSP1 Mod Releases
OK, KER has now a problem, they nerved the enginsystem in a way that the TWR isn't correct anymore. I made a test rocket thingy with 6 Terrier engines and KER told me I would have a TWR of 2.5 on that thing. But on the pad the engines didn't put out hardly any thrust. (The animation of the engine effect looks like I am running it at 10% or so) it is getting better as higher I go (strapped a mainsail underneath for further testing) but they really nerved the Lv-909 and KER currently doesn't takes account for that. -
Until fixed no FASA for me... The parts look really neat, though. Good luck and keep up the good work. (I hope you are able to fix it soon)
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Info: Ok, all I did was in 1.0.0. Haven't used anything above, yet. I can assign them to any group. They work in the "normal" extended action groups, just like intended. But they done nothing when I had put them into the lights group.
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[1.1] Improved Chase Camera v1.6 (Apr 23)
Bizz Keryear replied to BahamutoD's topic in KSP1 Mod Releases
Any chance to get a proper 1.0 recompile? Haven't checked yet (call me a lazy ....) but I assume a lot of silent errors... -
Yeah have seen other icons there, too. but at that place was also the FPS counter from Steam ... so it was hard to tell. Funny thing I moved the FPS counter and hadn't the problem since then (didn't play 1.0.1 / 1.0.2, yet). Hadn't the mute issue you describe. Works fine for me for any stock sound any time. Quick idea (do not do it if you consider it too much work): Add a simple config window (which maybe pop up on pressing the button long) in which we can choose what to mute. Options: All (default), All but chatterer, Music only. Doesn't have to persistent over sessions, IMHO.
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[1.2.0] Precise Node 1.2.4 - Precisely edit your maneuver nodes
Bizz Keryear replied to blizzy78's topic in KSP1 Mod Releases
Still no good ... you might not see it but it still will effect your game ... and when it only happens when you launch that super huge rocket and your frames go down to 1FPS instead of 10. edit: so @Developer: Pretty pretty pretty please update it ... no new functions are needed just a fixes and adjustments for 1.0.x -
In the link you have posted is this video link since that is a full one a partial one can only be less.
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[old thread] Trajectories : atmospheric predictions
Bizz Keryear replied to Youen's topic in KSP1 Mod Releases
Well I have seen other use the new data in their mod Sarbian e.g. . Maybe you should contact him about the numbers (and maybe he knows a way that KSP will tell your mod the numbers needed instead of hard coding them) -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Bizz Keryear replied to erendrake's topic in KSP1 Mod Releases
I dunno why but I still get a message that is build for 0.90 KSP Add-on checker GUI. Maybe you haven't forget to update the file that sets this number? -
[1.0.4] Smart Parts v1.6.6 | DDS Textures and Bug Fixes | July 5
Bizz Keryear replied to Firov's topic in KSP1 Mod Releases
Yay! Thanks! edit: If you are at it ... could you please fix that bug that the smart parts often don't recognize if the fuel is drained? I assume some kind of floating point issue a floor or round (round seems better) should help. -
Nope, it doesn't work for me. The Acom stays in place even if the rocket is moved around (which might put the the ACOM way out of the rocket). Also it always shows me forces ... even if the thrusters are dead center on COM. At least it doesn't crash KSP. ... But is not working either. edit: Never mind, Build Aid has decided to work properly, now. Dunno what that wired behavior earlier caused, though.
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Just a short notice: Don't know whos fault it is but it doesn't seem to work in 1.0 with Aviation Lights v3.7. (edit: I can still click them manually, but I can't use them on a action group e.g. lights) Anyway I love this mod.
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[1.3.1] Aviation Lights v3.14 [use MOARdV's version instead!]
Bizz Keryear replied to BigNose's topic in KSP1 Mod Releases
Just a short notice: Don't know whos fault it is but they don't seem to work in 1.0 with extended action groups. (edit: I can still click them manually, but I can't use them on a action group e.g. lights) Anyway I love them.- 799 replies
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[1.0.x] Procedural Parts Textures | Procedural KW - June 8
Bizz Keryear replied to blackheart612's topic in KSP1 Mod Releases
Yeah cool! Well a small issue. For me it seems all of your fairing bases don't seem to fit really well. Would it be possible to instead use the procedural fairing size changer? edit: And another one. The fairings in this pack won't attach to to any base. I assume an issue with the position of the nodes. It also seems that the have radial attachment turned on. -
I really love quick mute ... it is just that I'd like also to have that it works on mods ... like e.g. chatterer (which currently has to muted separately) ... and I have a slight issue that the button shows up again a second time (it shows up normally as working button and the mute icon is also on top of the resources button) ... but it can also be something different that causes this. All your quick mods are really neat. I like them.
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But isn't that easy when you have already it in scansat ? you just need modulemanager to overwrite / delete the default properties in the stock scanner and replace it with yours. well to change that ingame might be a bit more difficult ... but still if you made your scanner so that it can work like the stock one and be able to activate this ingame ... the just overwrite the stock properties so it has yours.. MODULE { name = ModuleOrbitalSurveyor ScanTime = 5 SciBonus = 10 } MODULE { name = ModuleOrbitalScanner CheckForLock = true } or MODULE { name = ModuleResourceScanner MaxAbundanceAltitude = 500000 RequiresUnlock = true ScannerType = 0 ResourceName = Ore }