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cvusmo

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  • About me
    https://www.youtube.com/@cvusmo
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    Veteran with 12 years of service, medically retired, currently studying neurobiology in university. I make KSP content on YouTube and stream on twitch.

    While I was in the military, KSP was the game I consistently played. Whether deployed or conus, it's been my happy place.

    Austin FC
    Space
    Neurobiology

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  1. I wanted something Starship-esque as well! I'm also making a space shuttle style heatshield. Not trying to do replications of things, just take the ideas and put my own artistic flair on them. Cheers!
  2. What if you made solar panels like the ones on hubble?? I'd love to have these where instead of expanding outward they expand the height of the craft!
  3. Currently creating the models for this mod. The goal is to add some unique heatshields to the game in time for the re-entry update that will be coming! Sizes to get shields: XS, S, M, L, XL Not sure if I'll make a procedurally generated heatshield. I would love to but I'll need help figuring out how that works. This is the first model I'm working on. It's for medium sized tanks. I've also made a Budget Starship to test out the hexagon heatshield. More to follow as I'm still actively developing other mods! Showcasing a new heat shield in Kerbal Forge!
  4. Reported Version: v0.1.4 (latest) | Mods: SW, BepInEx, Fancy Fuel Tanks, Toggle Notifications, Flight Plan, MNC, Custom Flags, Kesa Solar, UITK for KSP 2, Micro Engineer, Lazy Orbit Boosted, Node Manager, Resonant Orbit Calculator, Community | Can replicate without mods? Yes OS: WIN11 | CPU: i9-13900k | GPU: MSI Suprim RTX 4090 | RAM: 64 GB DDR5 @ 5200 mhz During flight, if you're using a separator when you activate it, it will successfully separate the two stages. However, the separator debris becomes the active vessel. The only fix I've found is to go into the flight tracker, delete the debris, then select the vessel you want to control. This occurs with and without mods installed. How to replicate: 1. Attach a separator to your rocket (any size) 2. Launch 3. Separate the stages by activating with spacebar 4. You're now controlling the separator debris. It is only separators that are bugging out. The decouplers are working as intended.
  5. ## Fancy Fuel Tanks v0.1.4.3 Patch Notes ### Updates and Additions [DISABLED VFX] [VFX will return soon.tm] ### Enhancements and Optimizations **Texture Overhaul**: - Overhauled textures for SR813, CV411 and CV401. **Performance Improvement**: - Optimizing performance through more efficient update processes **Module Refactoring**: - Extensively refactored every class to better align with modern software design principles and to simplify the codebase. **Dynamic Module Identification**: - Overhauled the module to incorporate utilizing 3D Shader to handle the VFX. This takes the work off CPU and places it entirely on the GPU ### Bug Fixes - Resolved an issue where CV401 texture was not rendering properly -Reworked 4 textures (2 Medium Hydrogen Tanks, CV401, and CV421) - Disabled VFX ## Next Steps - Fully integrate Volumetric Vapor with Dynamic Environmental calculations - Continue to refine performance and enhance the visual appearance of VFX, aiming for seamless integration and realistic effects. If you encounter any issues or have suggestions, please feel free to contribute or open an issue on [GitHub](https://github.com/cvusmo/FFT).
  6. the flying saucer is wicked cool
  7. Nuclear Thermal Propulsion and Nuclear Electric Propulsion used together is theorized to be an extremely efficient means to travel interplanetary. 1. Is there any Nuclear Electric Propulsion engines in the works to replace the Xenon engines? 2. How will we gather resources like anti-matter?
  8. Preview for what's coming with FFT 0.1.4.1! FFT v0.1.4.1 To Do: -add check for OAB so VFX doesn't play in OAB [COMPLETE] -Migrate to one module [COMPLETE] -Improve performance for OnModuleFixedUpdate [COMPLETE] -Develop Fuel Tank Selector [WIP] -Update OAB pictures [WIP] -Clean up textures [WIP] Improvements: -Module now checks multiple VFX effects and sets conditions based on a variety of factors. ASL, AGL, Fuel Level, and InAtmo are the base conditions that must be met for the VFX to play. Module uses two VFX effects. `
  9. That means a lot. Everyone in the Modding Society is very dedicated and I wouldn't be able to do what I'm doing without Lux, Munix, Schlosrat, Atomic, Cheese, Isaquest, and ShadowDev
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