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Everything posted by Inacio
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[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Inacio replied to Nils277's topic in KSP1 Mod Releases
This is a long shot, but would it be possible to replace the Explanetary Launchpads models with the ones from this mod? -
Fantastic, thank you!
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Is this version 1.5.1 compatible?
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Is there a way to run this in 1.2.2 with fixed (aka not just in the right ear) audio?
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The effects are actually rather noticeable at lower speeds: http://i.imgur.com/VF0vunI.jpg
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Maybe use line drawing instead of particle FX. Particles are affected by physics, and so if you're going faster you'd need more particles to make a decent line, which would have some performance impact.
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I think that requiring FAR for the proper voxel simulation and identification of potential condensation points is totally overkill. Again, I'd be more than happy with a simple small or invisible part that draws a fading line once a certain speed or Q is achieved. It's a shame that no developers have taken an interest in this, the thread is over 3 months old already.
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Beggars can't be choosers. I'd be more than happy with even just the wingtip vortices. The singularities would be amazing too. And for gameplay effects, FAR models transsonic effects iirc!
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[Plugin][See active fork] B9 Procedural Parts Modified
Inacio replied to 01010101lzy's topic in KSP1 Mod Development
Doesn't seem to work in 1.1 at all. B, P and J do nothing in the SPH. -
Oh, alright! Thanks for clearing it up!
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Crzyrndm, I checked your Github and it says that it's now working. Is it a typo (for "not working") or is the current commit functional in 1.1?
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I'd ask for them too, but they're probably much harder to make. I honestly have been wanting this ever since plane parts started popping up in mods. It's surprising that noone's done them yet!
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The particles are so sparse, it's a shame, if only they were more like a line!
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Very much looking forward to this! I downloaded the current GitHub files (seeing as they're recent) but I guess they don't work yet.
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Tested this a bit, tried many settings but I really can't get it to look right. Persistent Trails is still the best bet I suppose.
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Any chance you can make it toggle itself on or off depending on speed, altitude and angle of attack?
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With a plugin to determine when to show the trails it would be pretty good.
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It would be perfectly acceptable to have an invisible or very small part you add to wingtips and such. This isn't something incredibly complex either, from what I gather. Just calculate the dynamic pressure (already done in many many mods), height (already done in many mods), etc. More detailed information on when these effects occur can be found on this Wikipedia page: https://en.wikipedia.org/wiki/Wingtip_vortices#Visibility_of_vortices . It doesn't really have to be 100% realistic, though. The trails can be simple trails, yeah, like the ones in PersistentTrails. Just make them white and lower opacity and it's good enough. I hear particles in KSP at high speeds are very difficult to make, so regular trails should suffice.
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[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
Inacio replied to EnzoMeertens's topic in KSP1 Mod Releases
Would it be possible to have the deformation not open seams? I love the mod, but the weird see-through seams are less than ideal. It would be great if those could go away!- 735 replies
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Hey! This is something I've wanted for a long time. The photos will explain it better than I ever would be able to: --- I assume making these appear dynamically, checking each wing's geometry would be hard, so it's okay if it's a (very small or invisible) part you have to add manually. It'd be preferred if these appeared (or not) based on speed and atmospheric conditions, though!
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Which is exactly what we\'re doing.
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hey respect the one person that keeps KSP alive!!!!!
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[gmod]Personal attack and profanity removed.[/gmod]