Jump to content

micha

Members
  • Posts

    1,106
  • Joined

  • Last visited

Posts posted by micha

  1. On 5/3/2021 at 6:00 AM, Rakete said:

    So.... 1.12 with bugfixes... when?

    We already know they are already working hard on 1.12.1 - to release the ground anchors. ETA: unknown, but I'm guessing sooner rather than later. How many bugs we can find and they can fix for that remains to be seen.. but there'll almost certainly be a 1.12.2 etc. Only because they are done with major feature releases doesn't mean they won't continue to fix bugs for a while yet at least.

  2. Big woop. What about (native) Linux?

    And this had BETTER not trigger a UI dumb-down to cater for the consoles..   

    Please don't get me wrong, I also love console gaming, but some games are more suited to controller+TV gaming and others more suited to a full PC experience. KSP, IMHO, is far more suited to PC gaming and I am very very tired of "Lowest Common Denominator" development.  A few of my favourite games have been significantly affected when console support was added - and not for the better. Thankfully KSP1 stuck to its original UI even after the console ports 

  3. It's been a fantastic ride so far, thank you to everybody who has contributed to the game. From Felipe aka HarvesteR, for starting us out, to all the developers from Squad (and later, Take Two), to all the fantastic modders without whom, I'm very sure, the game would not have become quite as big as it did, and finally to the gamers and streams and the Community Support team.  This is most certainly one of the best and least toxic gaming communities I have ever come across.

    So long, and thanks for all the booms!  Here's to many more in the future..

     

    NB: Here's some of my earliest screenshots I could find - v0.23.5 (Album Link : https://imgur.com/a/iOtHBJb)

    Spoiler

    8cX5dyO.pngts63a6F.png

     

  4. So from what I've seen from the pre-release streams, there's a couple of minor things I'd still have liked to see/tweaked:

    1. Fixed-rotation docking ports.  While it's very nice to be able to adjust the docking ports after docking, it would have been even nicer to say, only be able to dock in 30deg increments (ie, part of the final docking approach also forces rotation to lock in)  - this is how real docking ports work.

    2. Keeping with docking ports, we _still_ don't get the missing node on shielded docking ports when they are opened in the VAB..

    3. Making History Soyuz parts - Soyuz is such a HUGE part of the history of the space race I can't believe this was not included in Making History to start with; given this is the final update, I would have loved to have seen some additional parts.

    4. Keeping with parts, there are still some parts which glaringly don't fit together well. Looking at the Mk1-3 and its "standard" attachments of parachute, heatshield, and decoupler. Just looks messy. Several other similar examples.

    5. I'd really really love to see a 1.13 which adds stock life support.. but I guess that's not going to happen anymore.

    6. The integrated Kerbal Alarm Clock is almost a copy of the existing mod. Since it's by the same author, why not just make it the same?  The "stock" UI looks nowhere near as usable..

     

    I'm sure everybody has their own favourite wish-list of what's still missing or could be tweaked.. so given that, the Dev's job really would be infinite!

     

    So long, and thanks for all the booms! :)

  5. On 1/5/2014 at 12:00 AM, SargeRho said:

    The system that makes the most sense is DD/MM/YYYY, since days change the most often, then months, then years.

    Oh well, since this thread has already been resurrected, I may as well throw in my two ha'pennies ;)

    So when telling time, you give seconds-minutes-hours too?

     

    Again, as others have mentioned, what people say the date as compared to how it should be written down are two completely separate things. All written date / time should go from largest to smallest, as we do with all the rest of our numbers too.

    Interesting semi-related factoid : the reason we write numbers effectively from right-to-left ("little-endian" in computer parlance) is because we imported the arab numbering system - which is a right-to-left written language. But then we (mostly, depending on your language * ) say numbers left-to-write since that's how we read them.  

    * In german, for example, it's a real mixed bag.  23 is said three-and-twenty (dreiundzwanzig). Which is right-to-left.  123 is one-hundred-three-and-twenty!! 

    Reflecting on it, fron an "intuition" perspective it makes a lot of sense to start with the largest first - that gives you a scale to work with.  If you always start with the smallest value you have to wait until you have the whole number before you get the scale. one-and-twenty-and-three hundred-and-four thousand-and five-ten-thousands-and,..... 

    Which brings us back to the yyyy-mm-dd date system ;) 

     

     

  6. 2 hours ago, JAFO said:

    As senior Clan members, you are all invited to share your thoughts on this development, and how we ought to handle it.

    WOW! Just reviewed some of my old pics/vids, and damn, but KSP sure has come some way since then!  It looks like it would be a heck of a lot easier to try it again - maybe for 1.12..?

    As regards this ladder slide setting, no opinion either way - but since I haven't been an active Caveman for 6 years now, I don't think it matters either way what my opinion is ;)   ED: Although I am absolutely (and unexpectedly) honoured to be a Clan Elder! ;) 

    Remember to keep banging the boosters together!

  7. Reporting this here since the GitHub repo doesn't support issues.

    It seems that the KSPedia AssetBundle is out-of-date with regards to the current game

    KSP v1.11.2 (running on Linux)

    Snacks v1.27.2 (installed via CKAN)

     

    Spoiler
    
    
    [LOG 09:33:44.181] ******* Log Initiated for Kerbal Space Program - 1.11.2.3077 (LinuxPlayer) en-us *******
    Kerbal Space Program - 1.11.2.3077 (LinuxPlayer) en-us
    
    
    OS: Linux 4.19 Debian 10 64bit
    CPU: Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz (8)
    RAM: 32036
    GPU: GeForce GTX 1080/PCIe/SSE2 (8192MB)
    SM: 50 (OpenGL 4.5.0 NVIDIA 460.73.01)
    RT Formats: ARGB32, Depth, ARGBHalf, Shadowmap, RGB565, ARGB4444, ARGB1555, Default, ARGB2101010, DefaultHDR, ARGB64, ARGBFloat, RGFloat, RGHalf, RFloat, RHalf, R8, ARGBInt, RGInt, RInt, BGRA32, RGB111110Float, RG32, RGBAUShort, RG16, BGRA10101010_XR, BGR101010_XR, R16
    
    
    Log started: Tue, Jun 15, 2021 09:33:44
    
    --- snip ---
    
    [LOG 09:34:06.379] AssetLoader: Loaded mod bundle 'serenity'
    [ERR 09:34:06.475] The file can not be loaded because it was created for another build target that is not compatible with this platform.
    Please make sure to build AssetBundles using the build target platform that it is used by.
    File's Build target is: 6
    
    
    [ERR 09:34:06.475] Unknown error occurred while loading 'archive:/CAB-2253ccceea4b2a095e1ec37b781fdb96/CAB-2253ccceea4b2a095e1ec37b781fdb96'.
    
    [ERR 09:34:06.475] The AssetBundle 'file:///opt/SteamLibrary/steamapps/common/Kerbal Space Program/GameData/WildBlueIndustries/Snacks/KSPedia/snacks.ksp' can't be loaded because it was not built with the right version or build target.
    
    [ERR 09:34:06.475] Error while getting Asset Bundle: The AssetBundle 'file:///opt/SteamLibrary/steamapps/common/Kerbal Space Program/GameData/WildBlueIndustries/Snacks/KSPedia/snacks.ksp' can't be loaded because it was not built with the right version or build target.
    
    [ERR 09:34:06.475] AssetLoader: Bundle is null
    
    [LOG 09:34:06.476] AssetLoader: Finished loading. 224 bundle definitions loaded.
    
    --- snip ---

     

     

  8. On 6/11/2021 at 1:00 AM, UomoCapra said:

    ... we will be celebrating the game’s 10th anniversary. And on that day, we are releasing Kerbal Space Program 1.12: On Final Approach, our 12th major free update!

    Congratulations to everybody at Squad, past and present, who has contributed to this fantastic game!

    It's sad to see the end of updates for KSP1.x (there's still quite a few things I would have liked to see added to stock), but it is amazing that we've had 10 years of free updates (as well as a couple of DLCs) - amazing value for all and sundy!  Kudos also to the amazing modding community who has extended the core game in too many ways to mention and has contributed significantly to the game's longevity.

    Looking forward to many more hours enjoying this game :)  And all the best to the devs moving on to KSP2.. I really hope the sequel will live up to KSP1!!   Based on what I've seen.. I am a little worried, so it's great to see the Squad devs joining the effort.

    As SM would say, "fly safe"!

  9. On 4/10/2021 at 2:52 AM, Apricot said:

    I think this mod is OP for Kerbalism. All other orbital science (such as DMagic Orbital Science mod) takes days to finish and only gives a few points when complete, with strict situation restrictions. Kdex takes no time to finish, gives too much science points in nearly all situations and biomes.

    Then don't use it with Kerbalism.  I personally have no interest in Kerbalism, so if you want to see it play nicely with other mods which substantially change the gameplay of KSP, then I am very happy to accept pull requests. But it is not in my pay grade to make substantial changes to cater for other mods.

    And yes I am aware that adding science mods makes the core game much easier - so I suggest to reduce the science gain when playing with such mods.

    On 6/4/2021 at 2:11 AM, kovakthemost said:

    I started translating into Russian. I don't think anyone else will do it, so I just said what would happen :)

    Thank you very much!  I've just made release v2.0.1 which includes your translations :)

  10. On 3/20/2021 at 8:28 AM, Stone Blue said:

    I hope NOT... :P
    Just because Stock has its own system, KAS/KIS are still relevant, and many people (I hope) still use/depend on them.

    On that note, I'm pretty sure all this mod would need to work with the stock system is a couple MM patches: One to add the stock cargo part module to the parts, and possibly one needed to disable KIS/KAS, if users prefer to use the new stock system.

    I'm not sure it's possible but it's something I want to look into once I get some spare time again. It's the way the KEES experiments are mounted on the experiment holder which doesn't require tools or an engineer which I don't think is doable in stock.

    It was always Nehemia's plan to remove KIS/KAS dependency eventually.  While I love KIS/KAS myself, having mod dependencies is something to avoid wherever possible.

  11. 2 hours ago, TheShadow1138 said:

    @micha I've added a compatibility patch to ShadowWorks to add ModuleConnectedLivingSpace if CLS is installed.  It should work as expected now.  The new version of ShadowWorks is now 2.0.4.1.  Of course if users have any issues with CLS in ShadowWorks, let me know in the ShadowWorks thread.

    Awesome, thank you!  I'll have a quick play with it "soon" and see if it all works as expected, but, unlike a lot of stuff here, CLS isn't exactly rocket science ;) It's more a case of what the mod authors consider apppropriate for their parts which is why I would prefer the mod authors to provide CLS patches. Otherwise it's my (or users') best guesses.

  12. 1 hour ago, Hachiro said:

    Update: Seems like no internal transfers are possible with the ShadowWorks or the Tantares modules at all even with all hatches opened, now, so I might have to either go in and tweak everything, or uninstall for now :( 

    I'm afraid I don't know ShadowWorks or Tantares or what they are/do (and don't have the time to chase them down either), but if those mods recently had a major update I'd check to see whether the mod changed its support for CLS.  It's pretty easy to write a MM patch to put CLS support back in if they removed it .  If necessary I can help you if you give me direct links to the mod(s) and part(s) in question.

    EDIT: In particular it seems Tantares recently wiped their entire repository and started from scratch 2 weeks ago.  I found some note in thier dev thread saying that CLS is supported out-of-the-box so possibly this was lost during the rework. Might be worthwhile contacting the mod about this?
    But like I said, with "enhanced tweakables" and the latest version of CLS, you can adjust the CLS configuration for a part "on the fly". Or a simple MM patch should be able to fix it.

  13. 2 hours ago, Hachiro said:

    thoughts on why?

    The error message is pretty straightforward - either the destination is full (you say it's not, so I believe you), or the parts are not internally reachable according to CLS rules (quite likely).

    You have to make sure that all parts (and specifically the nodes which connect the parts) between the source and destination parts at the very least allow Kerbals to "pass" through them.

    I see that the Eridani port is a size0.5 node - that is generally considered to be too small  for Kerbals.  You can override it using a ModuleManager patch (it's considered bad practise to edit the part config directly as an update will overwrite your changes) and either suggest CLS contains those configurations or contact whichever mod supplies that part to add CLS configurations directly.  Generally speaking I prefer mods to support CLS because then the mod author can directly control which parts they consider to be passable and which not, but I'm more than happy to also roll configurations into CLS.

    And as I said, regardless of the CLS or mod config for a particular part, you can always override it yourself if that's what you prefer in your game.  In fact, check the tweakables (right-click menu), I think the latest version of CLS even allows you to set it "on the fly". (EDIT: You may need to enable "enhanced tweakables" to see this)

  14. 2 hours ago, Hotel26 said:

    I'm on 1.7.3 and have reason to believe memory behavior might be somewhat different since about 1.8 (??) when some attention got put on memory management...

    1.8 moved to a new version of Unity (2019.2.2.f1) and thus DotNet (4.x up from 3.5) which may have helped. 

  15. 2 hours ago, vv3k70r said:

    There is no miscomunication. Pod cant fail as a whole - subsystems are separate, and if one fail You have redundancy. There is nothing like "pod fail".

    If parachute fail You will notice for sure.

    You're talking IRL. I believe most other people here are talking KSP (where a Pod is a single item, not a collection of (redundant) subsystems). Of course, I reserve the right to be utterly wrong on this :)

    The OP was (I believe) saying that it doesn't make sense that a fully assembled Pod consisting of chassis plus all integrated subsystems and components costs the same as a parachute system. And I'd go out on a limb here and say the same is true IRL; that is, that a fully assembled command capsule (eg, Dragon) costs WAY more than the parachute subsystem integrated into it (IRL, the parachute system is just a pod subsystem; in KSP they are separate items).

×
×
  • Create New...