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KSP2 Release Notes
Everything posted by NoMrBond
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Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
NoMrBond replied to Paul Kingtiger's topic in KSP1 Mod Releases
Dihydrogen Monoxide Bane of politicians. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
NoMrBond replied to TaranisElsu's topic in KSP1 Mod Releases
Some of those mods look out of date, i.e smokescreen is up to 2.4.3 but yours is 0.9, RPM is up to 0.18.2 but yours is 0.17, not sure if those are accurate and could just be wrong flags in their respective .dll's I had to completely delete my GameData directory after 0.24 came out and start clean, reaquiring the GameData/Squad/NASA directories and re-downloading and re-installing all mods as they became 0.24 compliant to stop the crashes due to all the leftover breadcrumbs -
Place the 3D cursor where ever you want the CoM to be (can also move the 3D cursor to the geometry you want with shift-s in edit mode, plus other options). You can set the 3D cursor position directly in the Edit mode popup toolbar too (N in the edit mode window). Once the 3D cursor is where you want the origin, TAB to object mode and SHIFT-CTRL-ALT-C and select Origin to 3D cursor (or whichever option you find gives you the origin you want)
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In your UV pane, you can turn on 'UV and Edit mode selection sync' (looks like a mouse cursor hovering over a plane, between the pivot select and select mode bars) Then you can click on the UV islands in your UV pane, and they'll be selected/highlighted in the Edit mode window This should let you identify where the other row is coming from
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That's the limit for the mesh collider I think
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Solar Panels better light detection
NoMrBond replied to Drew Kerman's topic in KSP1 Mods Discussions
Is this a problem with using point transforms for the sunCatcher instead of planes? Meaning that if the single 'point' at which the solar panel operates is covered the whole thing doesn't work Does the solar panel module support planes/meshes as the sunCatcher object? -
Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
NoMrBond replied to Paul Kingtiger's topic in KSP1 Mod Releases
This exact thing was happening with RealChutes previously so Stupid_Chris might have some insight into the problem -
Eyes Turned Skywards UPDATE now with Signup Sheet
NoMrBond replied to NathanKell's topic in KSP1 Mod Development
Right-o, I might leave that to whomever has picked up the Challenger module then, unless the answer is no-one in which case I might look at it after the S and P truss sections. I should put the .blend up for the S1 so the profiles can be exactly matching if there was a taker for Challenger already so this can be coordinated [Edit] NathanKell's gDrive sheet has no takers for other Freedom station parts as yet so I'll just keep working as time permits Thanks, for an androgynous system the model seemed to have a M/F or +/- ends though, should it have the same CADS model on each end? -
Eyes Turned Skywards UPDATE now with Signup Sheet
NoMrBond replied to NathanKell's topic in KSP1 Mod Development
Is the central truss of the P3-P1-S1-central-S2-P2-P4 (not sure about the numbers there) crossbar assembly for Freedom station a fixed part of the initial (Challenger) module? Is it launched that way or does it start in-line with the module and then taken off and reattached in the cross orientation in-situ? -
Anodised aluminium perhaps
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Eyes Turned Skywards UPDATE now with Signup Sheet
NoMrBond replied to NathanKell's topic in KSP1 Mod Development
Thanks, thanks and yes, respectively. The HRS panels (single radiators) are ready, the S1 truss still needs a normal but it's getting there. -
Eyes Turned Skywards UPDATE now with Signup Sheet
NoMrBond replied to NathanKell's topic in KSP1 Mod Development
Here's Beta 2 of the S1 Truss Texture improvements and the edge-on sun tracking now works for deployed panels Looking for feedback about where to place the nodes for snapping too Should the docking ports (2 smaller ones on the bottom and the two larger ones each end) actually be docking ports, if so, what descriptor should they use? -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
NoMrBond replied to rbray89's topic in KSP1 Mod Releases
Have you tried addressing Mu directly about the caveats and restrictions RBray? Or did that happen in a sideways fashion with the Kopernicus thing (if that happened) anyway? -
[24.2] Karbonite Ongoing Dev and Discussion
NoMrBond replied to RoverDude's topic in KSP1 Mod Development
An atmospheric intake, like an air compressor? -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
NoMrBond replied to cybutek's topic in KSP1 Mod Releases
The mod abuse is pretty high there I have to admit, after pulling out OKS/MKS/Karbonite there are still 57 mods running -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
NoMrBond replied to TriggerAu's topic in KSP1 Mod Releases
I haven't tried it with x86/32bit, I don't get the crash with KER 1.0.4 though (only with 1.0.5), so I cross-posted here and the KER thread in case the logs could be of some use (and because they referenced KAC activity right before the crash). Sorry if it's nothing to do with KAC -
If graphics is limiting you (i.e. bad FPS with even small ships), GPU If physics is limiting you (i.e. bad FPS with large ships), CPU What you're looking at there (Lenovo U430) has integrated graphics, which probably won't be great for KSP. [Edit] Something like this X550LNV-NB51 is the same price but has a discrete GT840M instead of HD440 IGU, and has the same CPU but better screen size/res. It isn't a touchscreen though (if that's a dealbreaker)
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So... Spaceplane Plus is added to the game!
NoMrBond replied to Sky_walker's topic in KSP1 Discussion
I'm doing all the rescue from kerbin orbit missions via SSTO spaceplanes now, they cost more to launch than a regular capsule-style rocket equivalent, but the overall cost of the mission after recovery is only a little bit of fuel -
Would it be possible to use this for other intakes? I have some SR-71 style shock-spike intakes which I have animated using throttle linking, but that's pretty seriously different from the airspeed linking which they should do I wonder if I could also use it for the J58 engines themselves to animate the tertiary flaps while the ejector doors remain throttle linked
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camlost is welcome to include the F100 with AJE, the 'afterburner' effect onset and pinch/open throttle animation was already set at 66.7% during development (as per NathanKell's request/suggestion) Perhaps this would allow the stock basic jet model (currently filling the F100 role) to be repurposed for another engine like the TF33-P-3? If there are any changes which are needed for the F100 to accommodate this, please let me know
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[WIP] Freight Transportation Technologies (Mine/Haul/Fly)
NoMrBond replied to RoverDude's topic in KSP1 Mod Development
Is that possible through the Terrain scatter system? Like the custom biome mod + attached shader? -
So... Spaceplane Plus is added to the game!
NoMrBond replied to Sky_walker's topic in KSP1 Discussion
I'm pretty sure I remember Max saying that some procedural parts would be ok, like girders/trusses but not fuel tanks Now if I could only remember which Squadcast he said that on Not that it means Squad would be adding them I guess -
So... Spaceplane Plus is added to the game!
NoMrBond replied to Sky_walker's topic in KSP1 Discussion
It's not 'boo hoo parts are bad' they're not, comparing a newer parts to older parts like the Skipper to the Mainsail or the S1 to the BACC shows a noticeable improvement over those releases Stuff is getting polished all the time, the SP+ parts compared to the stock parts they're upgrading feels like a similar sort of jump, I was wondering about other parts