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Jasseji

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Posts posted by Jasseji

  1. 9 hours ago, Mutex said:

    In your KSP1 screenshots the UI looks way too small. But I guess you're using a really big screen. I guess the issue is KSP2 doesn't let you scale the UI yet.

    3440x1440 isnt THAT big. 1080p resolutions are a thing of the Past and more and more 1440p is the go-to standard in gaming

  2. 19 minutes ago, 78stonewobble said:

    Nothing.

    It had also been in development for just about 6 months at that point, with a lot of transparency about what the game had and what it didn't have working. 

    Hence i can understand some people who expected more from KSP2 EA than KSP1 EA.

     

    The argument "but KSP1 had even more bugs at the start" doesnt seem to be really valid

  3. 23 hours ago, 78stonewobble said:


    KSP1 had been in early access for almost 3 years, when you got into that and you can't give KSP2 3 days of early access? 

    Well, the early access is comparable to early access. For reference, here is KSP1 earliest access release. 

    "v0.7.3

    Released June 24th, 2011

    • Initial Release[2]

    Notable Features

    • Downloaded over 5000 times[3]
    • No SAS, although SAS module is implemented and generates torque
    • The only engine, the LV-T30 can only be fed by one FL-T500 attached on its top
    • The AV-R8 Winglet is just a fin and can't be used to control the vehicle
    • It is nearly impossible to achieve orbit
    • Kerbin is the only celestial object, does not rotate, and is a mirror reflection of the example planet from libnoise
    • The sun is a directional light source at infinite distance
    • The render distance is only 1500 km, and Kerbin will "sink" into the sky background, vanishing entirely as that altitude is achieved
    • The original Intercontinental Kraken had not been fixed (Moving far from the KSC will result in shaking and even Rapid Unplanned Disassembly due to floating-point precision loss.)"


    I get why people, who expected early access to not mean early access and nearly full release, for some reason, would be disappointed, but that's really on them and their own unrealistic expectations. 

    PS: And the big company vs. small company thing, where 1 company's early access can absolutely mean lack of features, poor performance and bugs and the other company's early access can't lack features, can't have poor performance and can't have as many bugs and they must be smaller bugs, is a silly and ambiguous definition of early access, that will make the already confused even more confused. Early access only refers to development stage. 

    Yes, but, how much did KSP1 EA Cost on Day 1 ?

  4. 5 minutes ago, IgorZ said:

    That's my point too. It's absolutely OK to keep parts (or whatever else resource in the game) in Unity bundles as long as there is an easy way to adjust them. If there is no such a way, then the game is not "modders friendly". Period. However, it doesn't mean the game cannot be modded at all.

    Exactly this, i played around with Unity a bit but before i even thought about installing it, i did simple cfg tweaks, which was some kind of "modding" for myself.

    So for me the "entry into modding" was to do some cfg tweaks, MM patches and then only installing Unity for trying to make parts (although i failed miserably )

    If everyone has to install Unity to even consider getting into modding, then it's maybe "(pro) modder friendly" but not "start with modding - friendly"

  5. On 2/25/2023 at 6:09 PM, rebel-1 said:

    It seems to me that now the main mod that the community needs is graphic, so that the game does not eat up resources as if I launched an AAA project at maximum graphics settings. And so that at the same time the graphics were normal with normal FPS, and not like now - graphics from games of the 90s.
    Then the second mod is a career, so that it works, and a research tree.
    The third mod is to make normal indicators and font in various pop-up and game menus. 
    The fourth mod is to modify the maneuver points to normal, with the display of information about the assumed orbit and the normal display of information about the maneuver.

    i run Call of Duty on Ultra settings with ~40fps on my RTX3070 and in 5120x1440, KSP doesnt run higher than 25fps even if i reduce to 3440x1440, so no, it doesnt "eat up resources as AAA on max" it eats up more with lower quality

     

    @VITAS is it possible to add a distinction on SpaceDock for ModLoader ? like category BePinEx and SpaceWarp ? 

  6. 17 hours ago, VITAS said:

    This forum and its community as i know it always tought about the protection of the mod authors work. jumping from respecting your work under all circumstances to disowning you would be very out of character and not be tollerated by the people here.
     

    we have PitchForKs and Torches :D

     

  7. On 2/25/2023 at 9:12 AM, IgorZ said:

    I recall statements early in 2020 declaring that KSP2 will be "modders friendly". Well, we have an early access version came out, which is very unlikely can be named as "modders friendly".

    1. No docs on the concept.
    2. No API declaration.
    3. No easy way to tackle things (everything is in Unity bundles and assets).
    4. LUA mystery.

    As far as I can tell, the current state is even worse than we had with KSP1. I wonder if there are any real plans to make the game moddable. And if the answer is "yes", what's the timeline?

    it very much seems that point 3. is the biggest hurdle and might kill a big part of the Modding community - as in, a lot of modders did rely in KSP1 on people testing their mods and tweaking the cfg's to try out different options - this would mean that now everyone who wants to contribute to mod testing or bug fixing will have to install Unity which a lot people wont do , so less testers, less incentivie for modders to actually do something because they dont have the time/assets to test everything out themselves.

    Quick Example:

    1. Part behaves strange on some trajectory
    2. edit cfg to change drag/mass/whatever value
    3. Rinse and repeat point 2. until 4. applies
    4. Part behaves correctly
    5. Issue found and adressed by the modder in next release (or if modder is unavailable, cfg tweak is posted on forum for everyone to implement if they wish)

    Above could be done by anyone with access to Notepad, having the need to install Unity will kill a lot of such troubleshooting

    Edit: i dont say that cfg's were good but they were easily accessible is what i mean

  8. 4 minutes ago, Blufor878 said:

    First Idea, inspired by @Jasseji from a post that involved Orion on top of a Falcon 9 Booster. I decided to put Orion on a modified Saturn IB/IC booster.

    52333414414_41b950e4ce_o.png52333427839_683aafd98b_o.png52333366498_f190568fcd_o.png
    I had to make few modifications to make this guy work. The Base Saturn IB was not nearly enough to get Orion into orbit. For starters, I had to switch to the Saturn IC engine housing on the first stage to allow for a BDB "Regor" engine, which provided more than enough power for the rest of the rocket. I also stretched the first stage fuel tank by a smidge. In Addition, I changed the engine housing on the upper stage from a single engine to a quad configuration. This was more than enough to get this guy into LKO, with fuel to spare.

    Haha, Cool, i'm now trying to get it to Duna, propably with F9 Heavy :D

  9. On 1/27/2022 at 10:39 AM, adriangm44 said:

    Wow mate this is quite cool!!!

    As you may know, there’s a pair of Starship mods out there, and many people, like me, prefer using them for more immersion or realism.

    Is it  possible to tweak myself this script and make it work for these other two models?

    They've already got a plug-in for the flap control so that part wouldn’t be necessary.

    Would be interested in this as well, my scripting blows nowadays

  10. Ok, i tried something like this (from Kerbin SOI):

    set config:ipu to 2000.
    runoncepath("0:/rsvp/main").
    local options is lexicon("create_maneuver_nodes", "both", "verbose", true, "max_time_of_flight", 150000000, "earliest_departure", 1000000, "search_duration", 5000).
    rsvp:goto(AlphaCentauriBarycenter, options).

    it gives me this:

    Best Result
      Departure: Year 1 Day 10 00:04:06
      Arrival: Year 17 Day 138 02:44:06
      Delta-v: 5449389
    LEXICON of 2 items:
    [
      ["value"] = "success"] =
      ["value"] = False
    [
      ["value"] = "problems"] = LEXICON of 1 items:
      [
        ["value"] = 401] =
        ["value"] = "Unexpected encounter 'Kerbin => Sun', expected 'Kerbin => Sun =
    > AlphaCentauriBarycenter'"

     

    If i try to do it from Sun Soi:

    Search offset: Year 1 Day 47 01:46:40
      Departure: Year 1 Day 47 02:51:11
      Arrival: Year 17 Day 175 05:31:11
      Delta-v: 5459850
    Invocations: 33
    Best Result
      Departure: Year 1 Day 47 02:51:11
      Arrival: Year 17 Day 175 05:31:11
      Delta-v: 5459850
    LEXICON of 2 items:
    [
      ["value"] = "success"] =
      ["value"] = False
    [
      ["value"] = "problems"] = LEXICON of 1 items:
      [
        ["value"] = 401] =
        ["value"] = "Unexpected encounter 'Sun', expected 'Sun => AlphaCentauriBaryc
    enter'"
    Program ended.

     

  11. 11 hours ago, ManEatingApe said:

    Possibly - if the interstellar expansion models the suns as orbiting a common point, then in theory it's possible to plot an intercept from Kerbol orbit to orbit of the destination star.

    Why not give it a try...I'd be curious to see if it works!

    yes, i will try it 

    Is there a way to actually set a scpeific DV in the config ?

    i.e. i want a burn of 0.01c, i do not care about lowest DV possible, only for some tool to calculate the maneuver nodes given that i have a spceific Dv i want to use for the transfer

  12. On 2/3/2022 at 6:04 AM, FlyingTexan said:

    Ok I'm at the point I'm wondering if something is borked on my end. I'm running version 1.11.2 just to be safe all the mods work fine.  Regardless of what reactor I take, what thermal generator I attach, and how many heatsinks I put on it I can't seem to get anything to register anything. They say they're up and running. I have piles of batteries and everything else. Yet I can't get anything to work.   Can someone show me their exact setup for a test bench (reactor, fuel, generator) so I can mimic it on my end and figure out what I'm doing wrong. I really want to get a big setup going to beam power and I can't seem to get any of them to work. Maybe if I look at how you set things I can find whatever is wrong on my end. Right now it feels like a bug. 

    did you add a capacitor ?

  13. On 1/7/2022 at 5:05 AM, Nickkerb said:

    Hi, WarpPlugin is causing a hang on load with 1.12.2  --    WarpPlugin/Parts/Electrical/MCFStellarator/MagneticConfinementFusionReactorStellarator2/FURMaCoSt2

    Any ideas how to fix? I have tried a fresh installation of all my mods, and deleted miniAVC and installed ZeroMiniAVC, but to no avail. 

    Hey, what mods do you have ?

    I have the exact same error since i added these mods:

    SpaceTuxLibrary
    Persistent Rotation
    BetterTimewarp
    Kerbalism (with default config)
    KPBS
    StageRecovery
    OPM
    Transfer Window Planner
    Distant Object Enhancements

    While i didnt chck which one of those mods is causing it, i deleted the Stellarator and the game was able to Load, i might test later on but i am not really using the Stellarator anyway

     

  14. On 4/26/2021 at 8:36 PM, JadeOfMaar said:

    @Jasseji Yeah, not all part makers' models can be ripped back into .fbx files. If Endurance parts could be ripped, I would have gone on to ask permission from Benjee10 (their maker) so I could change the materials and add normals and emissives.

    I asked him about source files but he told me those are long gone.

    I managed to rip them out actually but decided to redo them, started with the docking ports but if you want to do the Texturing then feel free :D

    I am redoing the parts mostly due to low polycount, will see how it will turn out

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