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Everything posted by sashan
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P.E.W (A BDArmory Addon)Reactivated Development
sashan replied to LORDPrometheus's topic in KSP1 Mod Development
Missiles are great, but can you actually overhaul their particles to be more on the level with Baha's ones? Btw, it really seems that cruise missile zeroing out roll is defined somewhere in model setup, not part module. -
I love your Mk.45 Also, a request, Bushmaster 2 ship-mounted gun (google it).
- 2,035 replies
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
Not older, the one made for external stores. F-22 and F-35 use C/D model - the only difference is smaller fins so that it actually fits. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
sashan replied to Ven's topic in KSP1 Mod Development
I really wish someone made proper RPM configs, preferrably with ASET props, for all those awesome new IVAs. Also, Shuttle cockpit needs a major overhaul, its dashboard is too small and is placed too low, which makes in unusable. -
To my knowledge, these CPUs only hit the turbo frequency when only one or two cores are loaded. I think the more cores are loaded the lower the turbo frequency. Anyway, maybe later, I'm sure the internet is filled with info about rendering techniques and the like. No, they can run turbo always, but not always at full power. For example my one runs at up to 2.6 without turbo, up to 3GHz with two cores loaded and up to 3.3 with one core loaded. Well, ok, enough offtopic. Craft interaction sounds just great. What real impact on gameplay does fourier grid size have? I guess repeating wave pattern? So far I've spotted none with default settings.
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Oh, yes, it's 2.6GHz normally. It runs at 3 while I play tho, checked it. Scatterer perfomance hit is also minimal with my nvidia 740m. Let's just say that I can play games from 2014 like Dragon Age Inquisition on med-max settings. The rest of KSP is really unoptimized tho. As for refraction - I've noticed that many games have refractions if you apply normal map to a transparent (or half transparent) surface, with zero perfomance impact. Crysis, for example. Maybe you can try searching for some onfo about that?
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i5 - 3230m. Best laptop I managed to find for below 550 bucks. Great, I've thought you may have some plans for that but had to ask. Also, how hard would it be to implement water refraction? I know I ask much, but half a year ago we couldn't even dream of what we have now and here. Thanks man, my eyes no longer bleed when I look at the horizon.
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
Thanks, I've never would have guessed that. Also, don't know if it's intended, but Gatling guns don't spin while firing, Instead they gradually spin up when the burst ends and spin down immidiately after that. Can you check it? Looks really nasty. Happened to me on all versions and all installs since the spring. -
Will a quad-threaded two-core 3GHz one be enough? As for foam - it is not what I meant. I meant render the foam only up to a certain distance from camera, in a circle placed right under a camera. Outside it, render ocean with slightly compensated (lighter) color, possibly - with lower detail. It's the way it is done in majority of games. Btw, a suggestion - render very dense and differently-colored version of a Scatterer fog beneath ocean surface. Again, that's how most of games do it. Doubt I need to explain advantages of that.
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[1.0.4]Better Buoyancy v1.4 - obsolete as of 1.0.5; 7/29/15
sashan replied to ferram4's topic in KSP1 Mod Releases
Yes, I also experienced that bug, that's why I am in this thread. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
Yup, but should it be stereo or mono, which rate? Also, what about spin up/down sounds? That's how they are usualy called at least, first one is played in the start of the burst, last one - after the burst or during the last shot. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
Which format should I use for audio? I want to make a new sound for Oerlikon Millenium, and make it fire rapidly. -
I've thought it should be gold foil, or aluminized Mylar - covered, not orange foam - insulated?
- 535 replies
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[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
sashan replied to Nils277's topic in KSP1 Mod Development
Just posted a screenshot of a base that uses NearFuture reactor. Used fuel cells before, but reactor is sweeter, fire-up-and-forget. It doesn't work in 1.0.5 yet tho -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
sashan replied to Nils277's topic in KSP1 Mod Development
Sure you're using right versions of everything? Mun Base Alpha is awesome. Time for a crew rotation. -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
sashan replied to Nils277's topic in KSP1 Mod Development
Suggestion: small light and control panel on all airlocks. Something like this on Nertea's airlock: -
[1.3.0] Inline Ballutes [IB] (v1.2.8) [30.05.2017]
sashan replied to riocrokite's topic in KSP1 Mod Releases
Okay, I'm getting the mod. I need 1.0.4 version tho. Another question - how heavy is the part once ballute is jettisoned? There's no way I could attach something near top of the vehicle and jettison it later, and payload of that monster is tiny.- 220 replies
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