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Mipe

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Everything posted by Mipe

  1. As long as this is dependent on an individual, the history will repeat - the individual gets burnt out and shuts down everything. While the #ckan project is a quick solution, it is temporary at best, again depending on an individual's goodwill. A more permanent solution that is not dependent on individual's mood needs to be devised. In fact, we already have one such option - Curse. Quite a few people dislike it, however, so I expect the community to hit heads together to find a stable solution. CKAN and Github for hosting is such an option, I believe, though I'm not sure about Github's hosting policy. I am also concerned about Github's policies as of late. We'll see how things go. The following days are going to be interesting.
  2. Well, technically trucks aren't crew... But yeah. Inconsistency.
  3. I was wondering how to make the late game more interesting, as science rapidly loses value and I end up restarting game because the motivation drops with game progress. This mod... Essentially extends the lifetime of a KSP game. Might just be an essential mod to have. Edit: I couldn't find any mention of parachutes. Have you given them any thought? Specifically higher "safe" speed would be grand!
  4. Where were you hiding all my life (in KSP)? This is one of those little things that make life much more comfy!
  5. You mean you're going to edit those values to extremes and try reaching the orbit by popping out of water?
  6. I haven't played 1.0.5 much either, because I'm waiting on this mod to update. This is why this kind of stuff should be integrated into the core game. We become too dependent on authors of mods we need - and then they go play Fallout 4, have exams, have a baby, get married or something - all of sudden you can't play the game because a certain vital mod is not updated. Squad should take note and implement this feature already, even if optional and off by default only.
  7. Do I say KSP or spell it? No, I play it.
  8. Reading that thread title reminded me of this: Truly Kerbal mind!
  9. Am I the only one who uninstalls all mods before running the new version of KSP and then reinstalls them as they get updated?
  10. Earth, at most 2864m elevation. Oh, wait, you mean in KSP! Well, that'd be... hm... Kerbol, by accident. I rarely wander out of Kerbin SOI due to the lack of motivation. I mean, it's so easy to get science from both Mun and Eeloo, plus missions outside Kerbin SOI take rather long.
  11. And here I was getting excited about a new official mod involving meteorites.
  12. NASA uses computers with sophisticated software for calculating stuff. NASA is cheating!!!1one!
  13. A dead simple experiment. Flying at 100 m/s, hit G, gears retract, speed increases. Hit G again, gears extend and speed drops. I'm confused. Where is the "no difference"? The OP can't be wrong, so my game must be bugged.
  14. I witnessed necromancy! It was horrible. I think I need more boosters to put a smile back on my face.
  15. Uh, guys... There's tundra biome near KSC(just go NW until you leave the KSC land, there's a patch of tundra biome near water northwest of KSC) and on the airstrip island (a small part of the strip). Then there's a whole crapton of biomes just at the KSC: the launch site, crawlerway, VAB, SPH, runway, mission control, administration, R&D, the infamous flag pole, top of that corner building, astronaut complex, top of the VAB... Just sayin'.
  16. Because there are adapters and fairings available. Your nosecone looks nice, though!
  17. If you CAN launch smaller rockets, assemble them into rocketron, er, larger rocket off the launchpad and then successfully launch that abomination, then you are a brilliant engineer. Do you know what defines an engineer? An ability to figure out and work around limitations.
  18. That's an experimental build. Mainstreamers will have to wait yet.
  19. Even if some mod authors are lazy or forgetful and don't categorize their mods, I'm sure most of authors are diligent enough to do so when they release or update a mod. It essentially is an one-time thing, as long as the mod doesn't change function, its tags shouldn't. Imagine about 80% mods would be satisfactorily categorized, 10% wrongly categorized and the rest uncategorized - you'd still have a bunch of mods sitting with a "Uncategorized" label, however that's quite a lot less than otherwise. Crowdsourcing is helpful, yes, but if we as the community cannot alter mod manifest files, it needs to be a third-party service - that is, keep a track of all mods and categorize them based on community input. But that also has its drawbacks... well, just look at Steam tags. There are quite a lot of games with nonsensial tags and even more with incorrect tags (non-JRPG games getting the JRPG tag, for example). Well, it'll be difficult to find a compromise here. If we let authors tag it via manifest file, we can't change it ourselves (other than complementing it with a third-party categorization system). If we do it ourselves, it can potentially turn out into a counter-productive mess. Still, a messy categorization system is better than none. Now that I think about it, a crowdsourced KSP mod tracker would be ideal. A third-party site what aggregates information on all mods and plugins - sort of like IMDB. Status, version, description, download links, dependencies, compatibility list, comments... and categories. But that kind of thing doesn't come free.
  20. The WWW class can be used for asynchronous asset loading (textures etc.). It shouldn't be too difficult to implement deferred loading mechanism; you'd just have a plain material serving as a placeholder meanwhile. Even with a wireframe shader for extra-cool effect! Even LOD could be implemented; as you approach planets, higher resolution textures are loaded asynchronously and swapped in when done.
  21. Perhaps the best place for those categories or tags is in the mod's manifest file and it is up to authors to apply proper tags. The file is already there, just need to add extra info like that. It would then be trivial to filter them on CKAN and in-game alike.
  22. Perhaps instead of categories, tags could be used? Since certain mods can fall into multiple categories, I believe it'd be more prudent to simply tag mods with appropriate tags - then we just filter by tags.
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