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Alshain

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Everything posted by Alshain

  1. - Version 2.2 Released - Special thanks to @Three_Pounds for creating a German localization library, which is included but unfortunately not very usable until KSP 1.3.1. Also, thanks to @fitiales for updating the Spanish localization library for the new game parameters screen. * Fixed debug flag left on disabling localization * Fixed null reference when removing an action using the buttons in the right hand scroll list. * Fixed Classic View & Text Button options no longer require return to Space Center. * Moved the Main UI and Tweakable (Lite) UI into separate and independent libraries. * Moved all settings to KSP's Game Difficulty Screen (GameParameters). Settings are now per-save game. * Moved version number to main window. * Add Highlight Color settings. * Add Debug Logging settings. * Add Right click main button to open Action Group List option (default: on). * Add support for Icon buttons in Classic View. * Changed Remove All warning color to gold * Removed Action Group List button from main window. * Removed redundant close buttons on windows. * Removed excess padding on icon buttons reduced size slightly. * Removed excess padding on part list buttons and removed "normal" image. * Increased the part name characters from 32 to 40 before the font is downsized. * Improved code maintainability, readability, and documentation. * Reduced cyclomatic complexity.
  2. Being able to dock has nothing to do with the OP's question. He wants to match rotation, like in Elite Dangerous. He doesn't have to, he wants to.
  3. @Three_Pounds Localization in the current release version of AGM is bugged. I'm probably going to put out a new version for 1.3 soon after all because it looks like 1.3.1 will have two new action groups and that means the enumeration is going to change and it won't be backward compatible after I adapt to use 1.3.1.
  4. Astroneer is nothing like KSP, Astroneer and Minecraft have more in common. If you want another game to compare it to... Maybe scrap mechanic... But even that isn't a very good comparison. Its a completely different genre.
  5. Yep, Android auto correct strikes again.
  6. The big issue with this is rotation stops when you leave physics range, so you need to get the resistant rotation mod.
  7. DMagic, at @Three_Pounds request I put together a little modlet that would allow non-programmer library creators to quickly change the game language, even on for languages that don't exist in KSP yet, like German. It's in my modlet thread in my signature, or Spacedock.
  8. @Three_Pounds It's just a one liner I put in the Awake of AGM for testing and I think it only applies the the assembly its set in. I can check when I get home this evening though. KSP.Localization.Localizer.SwitchToLanguage("de-de"); If it works for all assemblies I'll make a little modlet tonight.
  9. @Three_Pounds work on German translations has been merged into Action Group Manager and will be in the next release.
  10. Thank you very much. I've merged your pull request. I'm probably not going to have another 1.3.0 release unless I do a beta anyway, so hopefully official support will be ready on the next release. (Though in all likelihood the 1.3.1 release will work with 1.3.0). In the meantime, here is a preview of your handiwork (Note: In-game elements are translated by the game which is why they are in English)
  11. Lagrange points. They would be useful. But I'm not sure it's worth it for just that. EDIT: I totally didn't see the second page of this thread
  12. Not every bug or physics abnormality is called the Kraken. The Kraken are a very specific set of issues, none of which occur anymore unless you are messing around with mods or the game code. The original Kraken is dead, permanently.
  13. Most timewarp is already physicsless. That won't change anything.
  14. Thats not the issue at hand. What is, is when part A moves, what happens to part B attached to it, and what happens to part C attached to B.... and D attached to C. For each movement of each part, physical interactions must be calculated down the chain. This is why there is a theoretical part count limit dependant on your system specs. 1000 part space statons make your computer crawl. Now, add N-body calculations on top of that. In orbiter, a space shuttle would probably be 4 parts max. The plane, two boosters, and a fuel tank. In KSP, an equivalent space shuttle is at least 100 parts or more. It's just a different game concept.
  15. Unfortunately, not possible. Due to technical limitations, the planets and moons are all illusions. They are hollow spheroids with nothing to 'dig into', only what you see on the surface actually exists.
  16. IMO, real surface bases don't exist in this game unless KIS is installed. KIS is a mod that allows you to attach parts insitu without the pain of trying to align docking ports on an uneven surface. Don't worry, takes realism into account nicely. A single Kerbal can only lift a certain mass, but multiple Kerbals can lift together. Components are shipped in containers that have volume limits (you can send them normally and detach/attach also). In my games, thats the only way bases get built other than the 'large lander' method where the whole base is landed as one piece.
  17. N-body physics doesn't necessarily mean the planets would no longer be on rails. The on rails functionality is not part of patched conics, it's just something else entirely.
  18. Also, Orbiter's craft are one piece. KSP could possibly get orbiter style n-body physics if they remove the entire "build your rocket" concept. The bulk of KSP's physics are part interactions, not orbital calculations.
  19. I believe it works on any version. Check in the installation folder for steam_api.dll and steam_api64.dll. Those an API interface for the steam controller and I believe they are independent of Steam itself.
  20. Hehe, I don't speak anything but English (and American Sign) but I kinda figured that would be the case.
  21. There is a thread dedicated to this here https://forum.kerbalspaceprogram.com/index.php?/topic/158018-addon-localization-home/
  22. Sounds like good stuff coming along nicely.
  23. It is not possible to eliminate the clipping because the parachutes do not have real physics simulation (and I highly doubt any mod has ever added real physics to the parachutes in the past). You can, however, adjust their spread so they don't contact each other (and also looks more real). It's right there on the right click menu if advanced tweakables are turned on. If you aren't seeing it either Advanced Tweakables isn't turned on, or a mod is overriding the stock parachute module.
  24. Incorrect. Senior, and Junior are terms that reference your experience level as a developer. Senior usually have 15+ years professional experience, Intermediate have 10, Junior have 5, Entry Level less than 5. You typically want a mix of these for reasons of cost and training developers that might be your senior devs someday. There are many reasons to advertise for these, the most common is multiple projects or add teams to a larger project for faster development. A team usually consists of around 5 developers. Each team will have a Lead in some methodologies, though the methodology quickly becoming the most popular (called SCRUM) actually has no lead and the teams manage themselves. The simple truth is growing companies are always looking for more developers, since you always want your company growing... this is a good thing. Start getting concerned when they stop hiring devs cause that means the company growth is stagnant.
  25. Most of them... when Strategia is installed, otherwise that build may as well not be there.
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