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JPLRepo

KSP Team
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Everything posted by JPLRepo

  1. Well they are. When we say DX11, all shaders are including part icons.
  2. Will see what we can do. No promises, but it's already being worked on.
  3. Neither do I. It should. But I can’t help you without logs. See the opening post on how to collect and provide logs.
  4. Who is "them"? this mod should work just fine with RSS installed.
  5. Good. Then it's working as designed. on Hard level you should only see The Sun, Kerbin, Mun.
  6. This has already been answered. But let’s make it crystal. It is only a visual revamp. It does not change the terrain heights.
  7. I was referring to all the discussions about Squad and the past. Which was off topic for this thread. By all means discuss all you like about KSP 2. Which is the topic of this thread.
  8. There's a lot of speculation and "Ideas" on what may or may not be truth about Squad, internal Squad machinations, business relationships and business transactions in the past, KSP history and background, etc. Most (cause there may be one or two things I haven't read) of it is wrong. I really don't see the point, when nearly everyone on the forum does not have the facts (only snippits they may have read, which they may even have interpreted incorrectly, let alone if said information was actually accurate and factual). Is your intent is to try and justify your thoughts? or allay your fears? etc. Rest assured that Private Division, Star Theory and Squad all want the same outcome that you want. A great sequel to a great game that everyone will love and enjoy for years to come. Best thing would be to just wait and see as more information is publicly announced and finally KSP 2 is released.
  9. no. I didn't say that. I said it doesn't need Module Manager, or an equivalent. It's a completely different architecture. Hence, What Module Manager did in KSP1 is no longer required in KSP2.
  10. as it says: " Squad remains independent but partnered with Take-Two. " I was Squad staff at the time of the purchase, and still am.
  11. KSP2 won't need Module Manager or equivalent.
  12. The owners of Squad sold Squad and KSP IP to Take Two. So I think you guys have got it wrong.
  13. Why would there be litigation? From whom? against whom?
  14. Incorrect. The rest is also incorrect.
  15. An even more obvious question - it’s a career game right? and you installed it to the correct folder?
  16. The API docs have been updated for KSP 1.7.3. Link updated in the opening post.
  17. Two docking ports that were on the same vessel when they docked together will become a real dock if the player decouples or undocks two different docking ports on the same vessel. So they will remain docked. Previously in this scenario they would have undocked. So yes. The vessel part tree restructures and same vessel dockings remain docked.
  18. Not sure exactly what you mean by issues... the props do not suffer from the issue with regard to pitch and low RPM/offsets and cosine losses. There would be nothing stopping you from sticking them on a craft and trying to use them as very small wings... though that was not specifically within their design parameters.
  19. ok so the first sentence was in response to this: They are not normal lifting or control surfaces. The second sentence was someone asked what part category they were going to be in, to which the answer is: they are in aerodynamics part group. To clarify a bit further, these are blades. Not motors. so they don't have thrust curves. They produce lift - equating to thrust. You have to spin them using an EC rotor or the new upcoming LF/Air rotors that were mentioned in another announcement thread. They do not suffer the same issues as the existing lifting and control surfaces when you try to use the existing parts as propellers.
  20. They are not normal lifting or control surfaces. they are in aerodynamics part group.
  21. Conflict... dunno. But if that mod also generates EC for unloaded vessels then they would both be doing it. you can turn off background processing for Deepfreeze in its difficulty settings. The down-side would be it will no longer consume EC (which only happens if you have the required EC for freezers difficulty option on, or produce it) for Deepfreeze unloaded vessels. I’ll look into a second difficulty option to split the production vs consumption for the next release.
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