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KSP2 Release Notes
Everything posted by NoMrBond
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We need to keep in mind that as impressive as the Gangbeasts demo is, it isn't really representative for KSP because even with PhysX 3.3 while each collection (joined bodies) can have its own thread, a single collection still can't have multiple threads so 4 bodies of 150 parts each will perform a lot better than a single body with 600 parts. That's not to say the PhysX 2.8.4 to 3.3 upgrade that's occurring from Unity 4 to 5 won't offer benefits from the threading (a ship next to a station, or a rover next to a base could each have independent threads for example) and from moving from x87 only to also supporting SIMD acceleration (plus the new MTJS in Unity 5 itself). The drop mesh and hinge bridge examples from Pierre Terdiman's blog seem the closest in terms for representing what KSP will be doing with the physics system.
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Nothing I've seen as yet, still working through the changes myself It may be as simple as adding and additional argument to their MODULE{name = ModuleEnginesFX ... } in the config EngineType = LiquidFuel to anything LANTR (i.e. using LF/O) and EngineType = Nuclear to anything NTR (LF only) Not something I can check right now unfortunately
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Diagonal Attachment Nodes? Need help please!
NoMrBond replied to -ctn-'s topic in KSP1 Mod Development
You can also set up an Empty Game Object (EGO) in your model then called the EGO in your config using the NODE{} system, the node will be oriented in the EGO's Z+ direction -
Unfortunately working out the new thrust values is a lot more faffing about than flipping the sign for the Y stack vector :\
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Changing the sign on the 5th number on the node_stack_bottom line should fix it (it will probably need to be made negative)
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"Solid booster fuel plugs"?
NoMrBond replied to SlabGizor117's topic in KSP1 Gameplay Questions and Tutorials
I think it was for assembling SRB's, so you could dunk a 'fuel plug' extension directly on top of an SRB and it would give it more fuel (i.e. SRB extenders which only worked when stacked) -
KOSMOS 3/14/2015 RD-170 Family Released!
NoMrBond replied to CardBoardBoxProcessor's topic in KSP1 Mod Releases
That part is in progress, there were a lot of changes for 1.0 so I'm afraid I don't have an ETA right now MOARdv has also released updated versions of the URMP and EE plugins for 1.0.x. -
What happens if you manually edit your settings into the two configs in the PlanetShine\Config\ directory?
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I get the feeling it is more like; Behaviour is unexpected > tune existing simulation params to approximate desired solution > start coding simulation changes/extensions required to correctly implement solution So what we're seeing is the best interim approximation of the intended solution possible until the necessary code is in place to offer the desired solution
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DX11+ATM are basically my minimums to make the game not out-of-memory crash during load/scene given the CPU mirroring bugs in Unity's DX9 implementation OpenGL + ATM saves way more memory but OpenGL is unpredictable both visually and performance wise Another option is L.O.D., but the last fork/release I can find is SpaceTigers v3.5 fork for 0.90, which people are stating crashes with 1.0 because it was never designed to handle the now stock DDS textures, and also isn't compatible with TR
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HotRockets! Particle FX Replacement + Tutorial
NoMrBond replied to Nazari1382's topic in KSP1 Mod Development
Let us know if there is any donkeywork which we can free you from to enable this work -
At a guess, don't fuel feed into the centre stack so it remains full, it should be significantly depleted at LRB separation? Sorry if this isn't what's happening, just trying to think of why TWR drops out after LRB sep and it sounds like too much sustainer fuel remaining
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Remember to state what license you're distributing under in your opening post too, I'm assuming same GNU GPL?
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Question on part model orientation
NoMrBond replied to Udsahn's topic in KSP1 Modelling and Texturing Discussion
In blender rotate your part x = 90, apply rotation (rotation x/y/z: should all become zero), then rotate part x = -90, part should then appear with the same orientation in game as it does in blender Basically you always want rotation x = -90 for the root part of your hierarchy for going into .blend > Unity > Export to KSP