katateochi

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About katateochi

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    KerbalX.com dev

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  • Website URL http://KerbalX.com

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  • Location Orbiting Something
  • Interests Things, I'm interested in things.

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  1. Sorry for the slow reply! been away for a couple weeks. That's an interesting idea, wouldn't be straight forward though. Would you want to be able to say "has mod X but not mod Y"? Just having it work to exclude a set of mods shouldn't be too hard, but having it able to include some while excluding others would be tricky (both from an implementation (keeping search fast) and and interface point of view). I'll think about it.
  2. Very nice! One of the better looking Serenity builds I've seen.
  3. I was hoping there'd be some Kerbal influence on it, but I'd not spotted it before. I had found the SpaceX logo but just missed the Kerbal so nearby! It was quite interesting to see how it developed, starting out with the battle of the corners and ending up as a tapestry of.....well, stuff. Also saw a 3d chart made by stacking changes which shows the actions on the OSU sign - here Here's a timelapse video of it all.
  4. @Galileo This mod really makes KSP! Thanks so much for the time you've put into this. I haven't seen any comparison screenshots that show the difference between the different res versions, I was just trying each one out to test performance so I've taken a couple sets of shots for each res at the same view for comparison. Main menu (shows the difference quite nicely) From same angle in LKO
  5. About 65GB, not including recordings (that adds about 0.5TB!) 25GB in a whole bunch of currently installed versions going back a couple versions (though most are not being used, really need to clear those out) 33GB of zips for all versions going back to 0.16 (win and linux copies)....I might have a data hoarding problem. 5GB of backed up craft and save files, plus a couple gigs of pictures. (got backups of the backups on other machines, but not counting those). In that 65GBs is pretty much my whole KSP history going right back to when I started, which considering how much fun it's been and how much time I've spent in it, is nothing when a single AAA game these days is often around 50GB and won't provide anything like as many hours of enjoyment.
  6. @RuBisCO (sorry for slow reply!) I am planning to improve hangars, it's mostly layout and presentation which needs an overhaul (which I'm having a hard time thinking off right now), but some functionality improvements too (your suggestions will get included in that). @Amechwarrior The ID based links are there for just that, but I'd rather they weren't used as the normal/default link. Reason is google penalises you in search ranking if you have multiple urls pointing directly at the same page, so there can be one main url and the others have to be redirects, which is fine (and is what the ID based url does), but I'd rather have the main traffic going through the direct route rather than via a redirect. As @swjr-swis said, if you upload a craft with the same name as one you've already uploaded the site will ask you if you want to update the current one, or if you want to create a new upload. If the craft you want to update has a different name to the updated version, if you go to the edit page and then upload it will ask if you want to update the current craft with the uploaded one, regardless of the names. Yes, I really need to sort the CKAN situation out! (been on my todo list for ages and keeps getting nudged down by other stuff!). Re the thumbnail. The order in which images on the page are processed is a bit....non-intuitive. The page is a collection of containers and each container looks after itself and they are processed asynchronously so the order in which they are stored isn't a known/predictable thing. That doesn't impact on how they appear at all, but it does alter the order in which the images are processed (and the default image is simply taken as the first image). But I take it you found that you could change the thumbnail to any image you'd added. Thanks for the feedback and comments on the site!
  7. I find that in career mode craft get churned out with a much lower standard and I slap them together in around 10-20 mins, then a few fail/tweak/relaunch passes and off it goes. I'm much less invested in the design quality in career (and I quite like having the need to run follow up missions to patch problems after launch). In sandbox style play, it's another matter entirely and I spend much longer on a single design. With those craft I care much more about design quality and aesthetics and it gets rigorously tested to make sure it can perform all aspects of the mission. Rarely less than a day is spent on those, around a week is probably typical and there have been some that have been stuck in an OCD testing loop for months!
  8. We're one of the least bitey communities around! (the main risk is being assaulted with orbital mechanics and lightly mauled with maths).
  9. Localisation for the pure text aspects should not add bloat if it's done properly. Having localisation for textures will require having multiple copies of the same texture just with the writing changed, but a) is that actually being done? b) if it is then (hopefully) only the textures for the selected language will be loaded into memory. Having different versions for different langs would complicate things and make for much more work. Each change/fix would have to be copied over to each version and could result in even more bugs and the potential for discrepancies between the versions. For the text localisation, it should just be a process of abstracting interface text (labels, error messages, any text the user sees) out of the main code and putting it all into a lang file. So for example (in pseudo code) if you had a bit of code like this;
  10. To have more than one craft per page would be a big shift in thinking. The site is built around the idea that a craft is a separate object which can be assessed for its mod dependencies and has craft specific attributes (read from a single craft file) which can be reference when searching for craft. Hangars are the way I envisaged for grouping craft together but I agree that hangars need improving. When you say increase the description for hangars do you just mean increase the char limit for the description text? What else do you think would improve hangars? Much appreciated, but lets hope it won't come to that!
  11. ah, thankyou! I've adjusted KerbalX to be able to read either now, but I think I'll also change it so the .ckan files it generates will list the mods as "recommends" too.
  12. Just deployed a couple fixes; - CKAN files which list mods as "recommends" rather than "depends" are now compatible - Fixed conflict in mod filters which was triggering the science part filters to be switched on. (thanks @drhay53 for reporting those) Added a sort by updated option. Orders craft by the date they were last updated (or if they've never been updated by their upload date). (thanks for the suggestion @Beetlecat). The by updated sort option is under the hidden sort options, click the + next to the invert sort button to see those. You can also change which sort option is your default by going to settings -> interface (or click here if logged in).
  13. I'd actually noticed an issue with the mod filtering when testing your .ckan file. The problem is that the search system uses "+sci<somepartname>" as the trigger for filtering by science parts, there are two mods in that mod pack which start with the word science (sciencerevisitedrevisited and sciencerelay) and so the search is trying to find craft that have two science parts called "encerevisitedrevisited" and "encerelay" which obv don't exist. It's a design flaw in how the search string is generated but I think it should be an easy fix. Meanwhile if you remove those two mods (science revisited revisited and science relay, any mod with a name that starts with sci) then the mod filter will work (just check and it returns 537 craft ). yes that's right, it will return craft that use 1 or more of the mods in your mod list. You don't need to include stock parts, that's assumed, but it omits pure stock craft from the results with a mod filter.
  14. oh, I see. yes that's very doable (easier in fact than adding a sort in the notifications). I'm fairly sure upload_date == update_date when the craft is first uploaded, unless I used a nil update_date as the way of checking if a craft has been updated at all (not in front of the code right now). On the interface it will most likely have to go into the hidden sort by options (accessed by clicking the "+" next to "invert"), just to keep the interface so it scales onto smaller screens, but you could set it as your default sort by in your settings if you wanted and then it will always be shown. yeah, I'll add this (maybe over the weekend if I get time).
  15. Thanks @Beetlecat! haha yeah, that @Raptor9, he's like a craft factory! (and was the main user who made me realise I needed to nest the update/upload notifications). yes I could probably add a sort to it, I'd not thought of that. Would just a sort by name or date be enough? (notification objects are v light weight so they load fast, but that means they don't have the full craft info to hand). FYI (as the site doesn't mention this) if you get a notification with say 5 uploaded/updated craft, if you don't dismiss the notification, but instead click view on one of the craft, you can then reopen the notification from your user menu and now it will just have the remaining 4.