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Everything posted by NoMrBond
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Scatterer seems to act on the particles produced by SmokeScreen (under RealPlume), which possibly isn't intended (it certainly makes them look super-bright/blobby if your point of view places them above the atmosphere, especially transecting the horizon) Is there a way to get Scatterer to not effect the thrust/exhaust particles, would SmokeScreen need to generate those particles on another layer for this?
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Probe loses contact with KSC shortly after launch... what gives?
NoMrBond replied to a topic in KSP1 Discussion
Is the probe core running out of power? -
The issue is the license type, Romfarer released Lazor system under CC3.0-A-NC-ND, the -ND is No Derivatives From the Creative Commons site; NoDerivatives — If you remix, transform, or build upon the material, you may not distribute the modified material. Which is why I asked about relaxing the licence, as the -ND clause of the current license prevents any prospective maintaining author from releasing any updated work to others (including the community at large)
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Alas Frybert I was at the pub enjoying the southern antipodean spring beergarden atmosphere, and blazing Sichuan noodle dinner I bet @Avera9eJoe up next!
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It is time for the return of glorious fire! This is only meant to notify @Nhawks17 about the dependency update
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The Unity update (to 5.4) involved significant changes to the particle system, as well as exposing new features (some of which I think Smokescreen had custom implementations for already?) for the system, so any update for Smokescreen may end up being quite "deep" to flex/hook the changes. After the debacle in the MJ thread, yesh, I'll just be extremely glad if there is an update, on whatever terms and on whatever timeline Sarbian feels like
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Hey @RoverDude, the new reflection shader I mentioned on the Squadcast is over here (since there was a bit a problem passing that to you during the stream).
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RangeMachine is maintaining a fork of TR until Shaw comes back, maybe they could help?
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Life support requirements for crew may be needed to balance this out (so you'd be trading off between probes needing CommNet connections and Kerbals needing supplies) At the moment there's minimal trade-off, dV is plentiful and Kerbals are perfectly happy to sit in a 1 man pod for a 200 year round trip to Eeloo without aging, or needing to be kept warm, be feed, stretch or, uhh,... output. Maybe you should also need to investigate a planet with probes before you can EVA there (get the temperature and pressure at least) It's a complex problem because whatever they do needs to feel like an internally consistent part of the game, without being a weird artificial roadblock or overly punishing.
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This fantastic, thanks @DefiantZombie
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Smokescreen already lets you do this (if you're not mod averse) Otherwise 1.2 already seems to handle particles a lot better (if you haven't tried the 1.2 prereleases), plus Sarbian is doing development for Squad now, and Unity 5.5 has a significant particle system upgrade so... fingers crossed for KSP 1.3? (since it's too late to add features for 1.2).
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I like the plan overall, although I would prefer it if the TwinBoar was split up into its component parts instead of being a single-purpose/single-unit aggregate part Separate them out into a nice mount (2.5m top to 2x 2.5m compact at the bottom, would then take any other Size2 w/ compact base), and the ARM 2.5m tank, the Boar is already there as a distinct part Make the 2.5m ARM tank an upgrade of the 2.5m Jumbo64 with a better mass fraction So to make the "TwinBoar" you assemble the upgraded 2.5m tank, the Twin mount (2.5 to 2x2.5c) and two Boar engines (which you've upgraded via the TechTree to access the compact mount).