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VITAS

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Everything posted by VITAS

  1. from my perspective this discussion its more about the how then the should. MY guess would be to do it propper squad simply hasnt got the tools (aka beeign restricted by unity). If thats the case it could change over time. I wish for this for so long that it would be like a surprise party if it ever happens. but one can surly make them aware of the wish and thjats what this thread meant to do Squad has integrated mods into the game in the past. Understandable since comone else allready done the hard work and you can simply pay him to make it seamless. I would love to hear what squads idear of ksp is. Is it about beeign flexible or more like beeing inventive with the things you have.
  2. If there would be a procedual wing thing it has to have ancor/poly edit abilites and maybe even beziere curves so i can build my mad wing shapes. IF i play KSP i only do it for like 20-30 Minutes trying out some new Wing Setup. Theyre mostly very unconventional and the two things i had the most problems with where no connection loops in parts and problems with procedual wing mods like B9 not behaving well if i e.g. have 3 sectons connected to each other (if the wing has kinks in it or winglets) Regarding Tanks and such: The stats have to scale with the part e.g. by calculating the volume and substracting space taken by insulation, inner tank shape and so on (could be a percentage). About Engines: Its harder to scale engines realisticly but i had the need for small ones in the past (think about Winged Drones with jetengines). It could be done by getting real world values from very small and very large engines working by the same principal ( e.g. small rc jet engines and pasenger plane ones). then map out their stats like fuel consumption, thrust and so. Interpolate them and normalizy their valy by an refference KSP engine. The result would be a fair estimate of the figures an engine of the size you wish would have. About other things: we all had problems with landing gears, wheels and structural parts not beeing available in the size we want. with more complexe parts like landing gears the has to be multiple values like tire size, gear length and so on. About funny shaped parts: I like to replicate real world planes in ksp. SOme have very organic shapes. i know theres a border where ksp would be more like a 3d editor but just imagine beeing able to manipulate poligons for tanks in ksp . you could make lifting bodys with 2-3 parts. The fusulage of a fighter plane or the nosecone that complements your rocket perfectly. KSP for me boils down to: how can we wrap the power of some complex 3d editor / game asset creator into a simple enough packet so its easy to understand and fun to play with. Thats Squads job....They allready did it with physics and space flight.
  3. for me the wing editor would be the nicest thing of all.
  4. maybe its because of the ' in the url? could be a problem with urlencoding. @SSgt Baloo is it working when using the website?
  5. My idea would be to make as may parts as possible reshapeable. I would love some sort of top down wing designer, where you can draw the outlines of a wing using 2d lines and it would be generated. Reshaping, texture changeing (and in terms of tanks swapping contains) would also condense the parts menu. Having vewer large parts (1 piece wings and tanks in contrast to multiple) would speed up the game and make crafts more durable. optionaly i would like more tools common to 3d model programs like fusing of parts into one large (for complex fusulages).
  6. @EnderBOSS555009 good idea to be able to launch the eifel tower. im looking forward to your first mod. :>
  7. for time reasons i can only offer infrastructure if needed. so i dont count on it happening because "if you want it make it"
  8. Might be due to the recent deleting discussion and the amount of work they have because that but thats only an uneducated guess. If you want some real answers check with the ckan guys in their channel. Darklight did most of the ckan integration on SpaceDock. But as i understand it we have a direct link to them. So all updates are getting transfert to them for processing as they happen.
  9. As requested heres a download button for use on the forums to link to Mod Downloads on SpaceDock: Just include the following image: http://spacedock.info/static/DLfromSpaceDock.png and link it to your Mod site on SpaceDock. I can make buttons for other things like dontation or sourcecode in the same style if needed.
  10. i second that request. i jused to fly sailplanes in real life and would like to do so in ksp. for that to work it would need thermics, clouds that follow real weather phenomina and so on. my guess is that it would be a complex undertaking and mostlikely succseed with using life weather data (like ms flight sim does) on a copy of earth instead of kerbin (as weather is dependend on the geological structurs like mountains and bodys of water). another way to do it would be to have central servers calculate a plausible weather for kerbin and a client side mod applying it to each users game (this would also eleminate different outcomes in dmp or possible future mp implementations). Using this method a central weather forecast could be made availabale deepening the rollplay asspect. if i only would have the time to do it myself
  11. @Stone Blue good idea so it IS faster
  12. i hope it gets better when the cache is filled. what happens if you reload the america one several times. does it get better?
  13. Im testing a new caching system for SpacheDock. You could help me by posting your location (city & country) and the loading times of: http://spacedock.info/kerbal-space-program AND one of these: http://s1.nyc1.us.spacedock.info:8080/kerbal-space-program (if you are in America) http://s1.sgp1.sg.spacedock.info:8080/kerbal-space-program ( if you are in from Asia) http://s1.ffm1.de.spacedock.info:8080/kerbal-space-program ( if you are in from Europe) You can messure your loading times using the development tools of your browser Thank you
  14. VITAS

    DMP

    theres a dmp thread in this forum but you should also ask darklight directly viy http://d-mp.org s chat.
  15. ok i hope everyone is channeling his energy in more productive things now The Simpsons - Helen Lovejoy - Think of the children
  16. I spoke to politas from the CKAN team about the ability for mod authors to remove their mods from ckan. As far as i understand it the implementation (and the discussion on how to implement it) isnt finished yet and thus ive to wait with offering that function on SpaceDock. @CliftonM May i ask why you changed your mind about your mod(s) beeing listed on CKAN?
  17. @CliftonM Did i miss something? Spacedock needs some servicing too. but as soon as i left for some vacation everyone working on it decided to do the same (or something like that). Im a bit upset about that.
  18. thx it was only ungodly slow. (still seemsx to be) im home in about 2h ill try to improve it then. (i hate python) @CliftonM its best if you ask in #ckan AND darklight for help. i dont know if its enouch to manualy change the ckan flag in the db.
  19. uhm cant you uncheck the checkbox in edit mod?
  20. i might add that we do av tests on the files on offer. but stuff can always slip trough the net. (i got your msg and asked the people in kspmoders on irc to test it too.) i hope this and @Red Iron Crowns post closes this specific issue
  21. it only includes mods from spacedock but maybe that helps too: http://spacedock.info/kerbal-space-program/search?query=ver%3A1.1.3
  22. its sorted from new to older. to be able to track what youve allready seen would require to track you. this can only be done (in a non stealthy data collecting way) if youre registered and loged in. this could be a future feature....if i get the rewrite done After about two weeks and 3 strawberry cakes baked im heading home today.
  23. Thank you for trying to take away the presure guys. As with many projects interrest in contributing is high in the beginning but gets less over time. For some time now its mainly Darklight and me working on the site. Now Darklight has to work again and ive to clean up the mess i call life we both have nearly no spare time to put into SpaceDock. But i i sank so many hours, weeks and month of time into this project and also feel a responsibility towards the trust that was and is invested in me and the Site, that i check it at least once a day and keep it working in its present state. Its true (and i alerted to that fact many times in the past) that were seriously understafft and need any help we can get. There is so much to do: Monitoring the site Checking the Forums Answering Support mails Developing the next major version of the software Fixing bugs in the current version Finding Infrastructure resources and so on Sadly i had next to no response (and the ones i had where good tips on how to do things but no actual offer for help with the above points). Adding New game versions or games to the site is fairly straight forward (flags and entries in the db) but a gui for it isnt implemented in the current site (but will be in the next version if i have time to finish it). So ive to do shell limbo to put it in there. Doing so makes me nervous because its the production system and raw db changes with hand written inserts can easily mess up stuff. Finaly theres the problem of me having more Projects than SpaceDock that take up time. But i wouldnt have started SpaceDock if i wouldnt stand behind it for a long time to come. Also the donations i get give me the feeling of appriciation and i just look at their amount from time to time to give me a boost to pull another all nighter coding (And theres the aspected of showing the commercial world that real free things (no selling of userdata or ads) can exist and are sustainable). Bottom line is: I Realy thank everyone for beeing supportive and understanding when stuff stops working. p.s. @DStaal Theres a dev version (that isnt public atm) where i compleatly redid the layout. My goal is to fill every screen with the max amount of usefull content (if you have a phone or a 30" 4k display). So larger screens mean more mod previews on the main page. You can always click browse to see more mods (in the current version)
  24. im in the countryside making strawberry cakes. (for real) if i want to be the owner / admin of a popular site ive to monitor it and fix stuff (if noone else does it for me) my main problem is that all my tools and data is on my desktop at home and inet is slow here (to put it mildly). i posted the fact that i added 1.1.3 in the chat rooms but note to myself: check if theres such a thing as "alert mod authors via email about new game versions added to spacedock"
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