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Enceos

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Everything posted by Enceos

  1. Spent all my play time to create a Decal Placer config. Style comes first :3
  2. @Castille7 The F5 save is always there, it's not gone. The game loads the persistent.sfs file by default, just go to the Esc menu and load your quicksave file from there or press Alt+F9 for a quickload menu. You can also create named quicksaves with Alt+F5 at any time.
  3. This guy on his channel posted lots of vids where he experiments with the stock KSP aerodynamic drag model. Here's one of them:
  4. I think deleting or commenting out the attachment nodes in .cfg and comparing the results with the behavior of the default variant should produce more tangible results and answer the question.
  5. Steam statistics show a 50% higher number of Linux users, which is 0.59%
  6. The Unity game engine gathers user statistics and showed in that March 2016 Linuxusers accounted for 0.4% of players. Less than 10% of PC players have a gamepad or a joystick... I agree with Terwin, in corporations every decision you bring to a table needs to have a financial or reputational impact for it to have a chance of getting resources for implementation. Indie days are gone for SQUAD, most CEOs of gaming corporations don't even play games, they play numbers.
  7. Except I use scaled down RCS with 1% thrust limit
  8. I really hope that TakeTwo bought KSP not just to pump out DLCs but to develop KSP 2 on a new engine, just like Valve did with Dota 2.
  9. @JP_Magoo Even devs play KSP with TweakScale. But they mainly play on PC. @passinglurker Small RCS is useful for achieving precise geostationary and resonant orbits which don't drift over time, it's hard to achieve the precision with just engines.
  10. Naaah, too much nitpicking. I don't care, this QBE is awesome!
  11. I love Allista's anisotropic resizer. It was a hardcoded part of his Hangar mod at first, I was really glad when agreed to separate it into a standalone plugin for modders. What I like the most is the ability to scale a part in different directions independently. Here's one of the parts I made with it: https://gfycat.com/gifs/detail/IncompatibleCompleteConey
  12. You're a hardworker sir. I took a little different approach for my decal placer. The only hard dependency is Firespitter, I use it for mesh switching and I use stock texture switcher in my model. Added freeform TweakScale as well. https://gfycat.com/gifs/detail/PleasingFastCorydorascatfish To remove the part from atmospheric physics calculations the DRAG_CUBE attribute is set to "none" and PhysicsSignificance to zero: PhysicsSignificance = 0 DRAG_CUBE { none = True } And I also removed the collider in flight with a help of one plugin, which the KIS/KAS maintainer has written for me.
  13. Had a lot of free time during my university years, now I'm visiting, but I do it often
  14. Nice to see my models online again. Thank you @linuxgurugamer for your ❤︎ P.S. Wish someone could make a stockalike texture for the casing...
  15. Being back to KSP never felt so good! What a mod! We talked with ShotgunNinja about Kerbal fatigue and perks, it was on a drawing board for Kerbalism, but never got implemented. Will give it a try in my new Galileo play.
  16. Gonna try I'm a sucker for longterm habitation and all things reusable. And now I can see the flight log of my workhorses :3
  17. @Galileo Hullo master! Is there a way to safely scale up the solar system? I'd like to add some challenge to my new game.
  18. Each week we are presented with better and better revamps, I wait in anticipation for what comes next
  19. What makes this mod better than Infernal robotics for me is the strength of joint connection. Robotic arms in IR is are too wobbly, robotic arms made with this mod are much stronger, the sliders make it easy to move the joints to the desired position. The cons is the absence of a UI which consolidates all deployable parts. I have to click on all joints, pin and align them every time I want to use a robotic arm.
  20. As a designer of custom Kerbal wearables I can't agree more with this post. While retexturing and tweaking the mesh of the original model, please take an effort to separate the collar from the body mesh. Additionally, having an option to choose a model with normal outfits (same model which is used for the kerbals walking around in the VAB) will finally fulfill our continuous 5 year long request. P.S. I also think the helmet should be white, not dirty gray. As Snark has said, having a distinction between pilots, engineers and scientists is most welcome.
  21. We had some modder musings about rain last year, but it stopped there: I personally would really like to see weather in KSP. Static planets are not fun to explore.
  22. I really like the endeavor to standardize the textures of all stock parts. Hope to see more!
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