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KSP2 Release Notes
Everything posted by sashan
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Stupid question, but what am I supposed to do with the files, how to install them?
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paint.NET supports DDS natively, and is a nice tool for simple edits with layers support. By the way, anyone has a working link to Part Tools? I want to make RPM configs for some IVAs.
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How fast could an electric fan-jet fly?
sashan replied to SomeGuy12's topic in Science & Spaceflight
EDF, or electric ducted fan are very popular among modelists who want an RC jet without the danger and expenses of mini jet engine. THe main downside is that the efficiency is 2x lower of the propeller of the same thrust. -
[quote name='Algiark']This might be a stupid question, but... What makes this different from other visual enhancements, like basic EVE or Astronomer's?[/QUOTE] I guess it's the only mod that uses new EVE. Also, the Jool is amazing. And it may eventually revamp ground textures. And it is up to date. Well, just try. :P By the way, how heavy is it comparing to Astronomer's? [COLOR="silver"][SIZE=1]- - - Updated - - -[/SIZE][/COLOR] Is it the problem of new EVE, or is the old Eve and Scatterer play together much better on edges of the visible part of the planet? Here's the old EVE, compare it to the pic in the OP: [img]http://i.imgur.com/9YwxrIG.png[/img]
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Wow, awesome. Short question - does it work in 1.0.4? I'm holding up my update untill I'm sure all the mods in both installs would work.
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[quote name='Ruedii']Does this include improved height maps?[/QUOTE] Do you mean visual bumpmaps for orbit view or actual heightmaps? If actual them I'm sure no one made this so far. KSP's PQS system is extremely complex - what you see is made up by many layers, basic lowres height map, then the layer that makes shores more pronounced, then the layer that adds sharp mountain peaks, then many layers for terrain features like ice caps, flat piece around KSC and other buildings etc. Very difficult to modify in such way as to get desired result.
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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
[quote name='Nils277']They are not procedurally like KAS tubes. I made my own module to allow them to be modular. They can be constructed in the VAB/SPH and on site ;-)[/QUOTE] Oh, ok, will definetely try them out. Will they work in 1.0.4? I'm still using it due to not all mods being updated. -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
sashan replied to Nils277's topic in KSP1 Mod Development
[quote name='Nils277']They are not really removed. They are still loaded by the game to not break older saves. But they are not available anymore to build new crafts. I replaced them to allow an easyier construction and to not clutter up the list of parts that much. Why would you want to use the old part? I can't think of anything that was possible with the old ones but not with the new ones.[/QUOTE] Well, are they procedural like KAS tubes or in some other way? BEcause if they're KAS tubes then they would have to be constructed on site, which is not always convitient. I often use them as simple structural elements for my various designs. -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
sashan replied to Nils277's topic in KSP1 Mod Development
So, have you actually removed corridors? Cause they are still useful even if there are procedurals avaialble. -
This mod introduces a very nasty bug. The tank that can be hollowed out acts weird, jumps and rotates in place and sometimes dissapears. THe other parts, both up and down from the tank in hierarchy are good, unmoving at all.
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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
I guess everything that doesn't modify wheels, UIs or thermals will work. Nils, I've just noticed you've added a node to docking port. Awesome. Just thought, can you add surface attachment nodes to all corridors? Most of stock parts have them. -
Can you just post the list of stock assets that require "unpruning" for us Ven's revamp users? Unpruning a few textures anually by renaming them back is much better for RAM than unpruning whole lotta of them. Btw, hydroplanes are magnificent. Will give them a try after 1.1 is released with its water fixes.
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I'm getting the problem of tweakscale bar being 100% transparent and, obviously, unusable. Latest tweakscale, latest IR, IR rework parts. What's the problem? I remember having smae problem a year ago, don't remember how it was solved. P.S. How to get IR sequencer? My install seems to have no such thing.
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
sashan replied to sirkut's topic in KSP1 Mod Releases
I'm getting the problem of tweakscale bar being 100% transparent and, obviously, unusable. Latest tweakscale, latest IR, IR rework parts. What's the problem? I remember having smae problem a year ago, don't remember how it was solved. -
WIP - Environmental Visual Enhancements Development
sashan replied to rbray89's topic in KSP1 Mod Development
Awesome. The shadow shouldn't be as sharp tho, like it can be seen here. Also, shadows from planes that have atmosphere should be strongly colored - have you seen Moon eclipse? Because atmosphere allows lots of red light to pass through it and refracts it at the same time the moon is not black but red. -
I suppose the fourth module should be the science lab, which isn't shown in the movie. In the book they were doing quite a lot of scientific stuff during the journey.
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