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Posts posted by sashan
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On 22.02.2016 at 0:17 AM, LORDPrometheus said:
ll my weapons are built to real world dimensions +/- 5% ish... I'm Human. But that is how it looks and i have no idea how to make a new category
Stock BDA weapons don't have any cathegory assigned - and BDA plugin takes care of that by checking their part modules.
On a side note - will you update missiles to use new Baha's particle FX presets? They look really good - and you'll also save some RAM that way. -
Spawning vessels on water summons Kraken.
Recipe: Get a boat, put it in water a few kms from shore. Then try to spawn anything close to it. When it's spawned and jumping up and down (glitch) try changing speeds a few times.
EDIT: Apparently the bug is caused by TakeControl mod that allows spawning Kerbals in external command seats. -
14 minutes ago, V8jester said:
Now is that, from a VLS clipped into a ship? I tried that and it blew up. But the same situation works with the missiles in this pack, they just won't track a target unless it's right above the VLS tube (as far as I have seen anyway)
No, that was from my DIY vertical launch cells:
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2 hours ago, XOC2008 said:
think that's just a limitation of firing vertically in KSP. I know that radar-lock missiles won't track their target unless it's overhead, laser guided won't find the 'beam' to track, but GPS guided missiles work fine. (At least this has been my experience.)
I've never had any problems with firing PAC-3's vertically.
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8 hours ago, blackrack said:9 hours ago, sashan said:
Would you eventually fix Eve? It's atmo is messed up somewhat - its upper edge is knife sharp. Other planets are fine.
I gave it a try recently but couldn't fix it unless I made the atmosphere super thin... which isn't really what I'm going for with Eve. If it doesn't bother you you can generate a new config with the config tool.
Maybe you can make it end higher? It's super dense, and extending it up to 60 km would IMO be good.
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1 minute ago, Third_OfFive said:
Weird artefacts like this show up on Duna, especially during sunrise/sunset. I suspect this is caused by the new "god-ray" feature.
Disable god rays in startup menu.
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Would you eventually fix Eve? It's atmo is messed up somewhat - its upper edge is knife sharp. Other planets are fine.
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7 hours ago, Rareden said:
A depth buffer is a image that shows how far things are from the camera, black is close white is distant. As you can see from the screen shot theres a problem with mine for some reason, its getting these odd slices in it and it will disappear if the camera gets to a normal distance from your craft.
I've got shadow of my craft dissapearing as it gets closer - and it happens at the same distance where you have that white curve. It then appears again, where that curve ends in your pic - and it has much higher resolution suddenly. IMO these problems are related. I'm using dx11 btw.
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6 minutes ago, Combatsmithen said:
But the thing is a 20mm ammo box isnt the same size as a 30mm ammo box.
Similarly sized box will just house different amount of ammo.
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17 hours ago, MOARdV said:
I can add an issue on GitHub for this feature, but I can't make any commitments to when I will get to it.
Thanks, this would be good to have and most probably quite enough for my mod.
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Well, I;m getting it reported again about my mod - the camera is too much zoomed out. You can find a mod in my sig. Adding new prop and putting it in each cockpit isn't an option.
So, I'll make it a request - additional multipliers or overrides for zoom and yaw/pitch limits that can be added to each camera config individually. -
7 hours ago, harpwner said:
so here's a video to demonstrate
That mouse pointer on screen is making me crazy
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On 17.02.2016 at 4:17 AM, Yarbrough08 said:
I understand that KerbalStuff has collapsed (or rather that it is no longer being maintained). I will have ckan updated and a new manual download link added within a couple days..
I hate the fact that we lost KerbalStuff, it was the perfect mod repository. I never wanted to use Curse myself, and as an uploader KerbalStuff was a great tool to leverage. I am saddened by the loss..
Spacedock.info is the new KerbalStuff - it uses the same code as original and is slowly filling up. Everyone uses it.
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1 hour ago, blackrack said:
hile it's true that they are rather low altitude-wise, I would think the thickest part of the atmosphere is beneath them.
Well, I quickly did this graph.
Half of the atmosphere mass-wise is below 5 km -
3 minutes ago, blackrack said:
While it's true that they are rather low altitude-wise, I would think the thickest part of the atmosphere is beneath them.
Okay, I'll make a quick check of that. At which altitude are RSS clouds at?
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7 hours ago, blackrack said:
In a way this is wrong as it treats the clouds as if they were at the ground level, but I find the end results looks pleasing and more homegeneous.
I think that you can actually assume clouds to be at the ground level - at least in RSS. They are quite low actually IRL - most of the atmo is above them.
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38 minutes ago, Tbone2142 said:
@BahamutoDG'day folks, I'm back and have updated my XAGM missile to the latest version of BDArmory!
Go to forum thread for download.
Is that music from C&C:Renegade?
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OMG I'M SO EXCITED!!!
Will you finally add FAR support? Cause I play with FAR. You may need to rotate wing models so that they face right from the origin and adjust their mounting points tho.
Also, having those fins on Kerbostar tail functioning would be great. -
Btw, how are you managing the crew tube and airlock?
I always had distinct feeling that that room with suits and such is in the 1st stage or even in the landing one. It would make no sense to haul it all the way up to orbit again. -
7 minutes ago, blackrack said:
Does anybody else feel the stock re-entry/mach effects are big performance hogs?
They are - but can anything be really done?
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3 hours ago, blackrack said:
I didn't actually remove them (though I didn't like them either) so not sure what's going on, could be because of the new method to disable the ocean, if that's the case it's safe to say they aren't coming back unless you want the performance hit back.
What happened is that you've changed draw order of ocean in relation to particles - they are in the same layer now. This made smoke and others look much better near the ocean but splash FX is almost always a bit lower than actual ocean surface - so it's invisible.
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Just now, V8jester said:
You know.... Your at absolutely right I'll remember that for next time. I really haven't played with RP yet but I've seen it before.
It's simply awesome.
On-topic: Would it be possible to make water splash horizontal particles to be drawn on top of water again? They are completely invisible now. -
1 hour ago, V8jester said:
o I put GEM FX on top of everything (Scatterer EVE AVP) and this was the end result
Your video seriously needs Real Pume
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Just now, jakeb1993 said:
Just checked, it mentioned it couldn't find the texture, as i had stupidly renamed it. I have named it back and it hasnt appeared yet. Going to go and look again at the logs
I had model set up improperly in Unity once. It exported but KSP couldn't read it.
[1.1.2][BDA 0.11.0.1] MalFunc Weaponry - [R09]:MK29 Launcher and Friends - May 04
in KSP1 Mod Development
Posted
Around 250 plus 40 or so missiles.
Btw, I've just got ESM missile pull my craft upside down. It got stuck in the cell. Any advices on fixing it?