Jump to content

W1ntermute

Members
  • Posts

    88
  • Joined

  • Last visited

Everything posted by W1ntermute

  1. with the lettering i'd suggest yellow font with a black outline (or black shadow diagonally offset to one side) for best clarity.
  2. Will somebody plz fix the Lazor Docking Cam, c'mooooooooooooooooooooooooooooooooooooooooooooooooooon-ah
  3. KospY, your manual doesn't contain the one fundamental command to use when filling items in the storage container from the VAB/SPH, right clicking. It says "DRAG (HOLD) AND DROP PARTS FROM PARTLIST TO CONTAINER INVENTORY SPACE." Following your instructions, I left clicked on the part and nothing would happen as I dragged it over the containers inventory. The parts would hang in the blank space of the VAB/SPH and i'd be left wondering if your mod was working correctly. It was the Right mouse button which does this, which your manual didn't mention. It should read something like: "RIGHT CLICK ON THE PART/S YOU WANT, THEN DRAG (HOLD) AND DROP IT FROM PARTLIST TO CONTAINER INVENTORY SPACE." Just clarifies it better
  4. Any chance for the fuel tanks to be more configurable as to the type of fuels they contain? Shame to have the efficient quad nuke rocket only consume liquid fuel when the majority of useful tanks by MRS (like the 3.75 to 2.5 tank) are non configurable LF/O2 only. Would love to be able to remove the O2 tanks to make more room for LF, etc
  5. Exactly. I don't see how the license can really stop anybody, no point supplying the source code if he's going to tack on the "no deriv" attribute to the CC license. A lot of modders have handed their works over to others for their continuing development
  6. the sounds aren't really in harmony with the rest of the in-game's sound, needs to be a bit more subtle and muted as the sound will primarily be traveling through the solid surfaces of the craft rather than the air (or lack of) around the craft, which is how it sounds now
  7. I don't understand why another modder just doesn't get the source code from the zipfile and do an "unofficial" fix for it? I mean... it's open source, that's why it's there. I'd do it if I could code
  8. in 2.4.4 you have written in the changelog: disabled texture compression, mipmap generation and unloading by default, these functions will be removed in the next major release but in 2.4.5, it says: re-enabled texture compression, mipmap generation and unloading what ever happened to removing these functions? Or were you specifically removing the function of disabling these? Could you please clarify what you meant exactly?
  9. Not a problem, it's just that there's alot of folk wanting the fix to Romfarers Lazor Docking Cam for 1.0.2 and it doesn't look like that's going to happen anytime soon, even despite the fact that the source code for it is included with the mod...
  10. If somebody could fix this mod and/or take over from where Gaius left off that'd be great, so many fantastic parts and they don't click together properly with 1.0.2 parts. Such a shame
  11. Be great if there was an option to have a switch to docking camera on this mod, with a digital version of alignment crosshairs overlaying it. It would be complete
  12. Hmm... I think with the news of KSP's update to Unity 5 coming and given the size of the mod, it's probably best to wait this one out and see how the other mods are affected first. There's a lot of stuff with Rigid body collisions, Audio, UV mesh compatibility issues, etc when porting from U4 to U5 that isn't compatible and may need overhauls. I feel if you are going ahead with it, it may be in vain for the time being. Were there no shift in engine builds occuring, then by all means. However, I think the community can afford to wait a little longer on B9 in this instance
  13. if there's some way we can get the source code for the docking cam put on Github so others in the community can update it, that would be brilliant!
  14. Who says it would need this? All 3rd PT mods applied to KSP stock are kept as is. Docking cam is functional as it is, I highly doubt squad would change it. If there were two mods I wish were stock it would be this one and Engineer, they are hands down, the two most useful mods ever created for KSP. Anyone who knows how to do an accurate orbital transfer or docking alignment maneuver without using something like mechjeb will know exactly what i'm talking about here
  15. i've had this also, sometimes it will be as simple as putting a circular battery module on a rocket and a fuel tank not clicking into place under it. Other times parts will click into place 'inside' another part but it won't take onboard its resources nor sit outside the part properly. It's pretty annoying
  16. Lol @ the app permissions you could also fix the spelling to guide, it's not 'Gudie' smh
  17. The differences between coding for U4 and U5 are not significant, it still uses the same programming language. It's the allocation of assets that has been streamlined and the focus on multithreading for internal processes. Saying that U5 isn't the magic silver bullet is a bit of a cop out. It has features that game devs have been screaming out for from Unity since v4 came out and didn't get. Personally, Squad would've been better off scripting their own proprietary engine or utilizing one like space engine but scaling it down to solar system size, so it did exactly what they needed rather than work around Unity's limitations and use the latest version of Physx as a plugin. It would've been a lot more stable too
×
×
  • Create New...