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TheSystem

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Everything posted by TheSystem

  1. I can't see stock missions. I will try to uninstall and clear everything before downloading from steam again.
  2. I like to visually line up my pa's and ap's but this update doesn't allow throttle changes while in this view. Fresh, no mods. Reproduce: Get into a position where you can throttle your ship safely while looking through here and find that it will stay consistent to what you left the previous screen,
  3. Can confirm, EVA'd out of a jet expecting a chute option... There was none.
  4. Funny how the people who are most outraged over this are the people who either do not understand it or didn't read it.
  5. Yes, it will be a ongoing process to optimize the game. Although KSP 1.4.0 uses a newer version of the Unity engine which I have noticed an improved multi threading load on my CPU, evenly distributed all across my cores to remove stutters I used to get on 1.3.1. Memory allocation and management is still a problem that will be not solved any time soon I imagine
  6. I fixed it by using steam verify integrity of game files tool, would of done essentially this fix anyway. Nice writeup
  7. https://www.virustotal.com/#/file/4f66717f59fffe6d4c7689897e2d033f74e09401ee972a954965125e1cd0af9c Steam discussions are worried the new update contains a virus because Webroot has falsely flagged the wrapper for Xbox controller support.
  8. This is amazing, the updated unity engine alone is amazing for modders in the community We are going to hold you to that as well. Lets see how this DLC rolls out and the hot fixes shortly after. This update contains a varied amount of additions and changes which is always welcoming, I hope you keep a consistent release rollover like you have today because this is great. Parachutes are fun, it should have a toggle on the options when choosing difficultly to either start with parachutes or none till upgraded as it removes any threat of losing herbals. While I keep refreshing CKAN repository for updated mods, I do want to note that commitment to the modding scene will be vital in the longevity of this game. This update is fantastic so far, I hope the DLC will bring as much stability (on newly generated worlds as old ones are a bit incompatible) to my kerbals as this did. MK2-IVA-plz-fix
  9. Nice work, I want to see if I can recreate some of these using kOS for refining my precision and camera mods for the cinematic experience and flyby angles. I bet this will cost many kerbals..
  10. Github hyperlinks to 0.05 release, latest version is 0.10 https://github.com/LunaMultiplayer/LunaMultiplayer/releases/ Discord has links to edge releases
  11. These guys have fixed the issue with time syncing with subspace allocation. Anytime someone warps they are sent to a separate subspace with that offset. People can "Sync" to your time if they wish to see your vessel, or the server owner can allow people to see past vessels. Multiplayer is not impossible.
  12. I feel they are missing an opportunity to work with the dedicated fans who build the modding scene and incorporate well-designed, highly embraced mods into the game with reference to the modder in the credits as a tribute. The modding scene, I believe is one of the main reasons KSP has survived as long as it did as each mod provides more replayability and overall enjoyability. The game menu screen hyperlinks to the forums when it should just be working with CKAN to integrate modding seamlessly; everything you suggested has been conceptualized and worked on by a dedicated fan of the game who decided to spend hours learning KSP's API (which looks designed as an afterthought than an actual API, the docs will prove this). I hope they upgrade the Unity3d engine to a version with .netframework 4.0 support so developers can create mods with a surplus of functions and robust features and optimization possibilities that we have been missing out on, currently, KSP is running on .netframework 3.5 which is limiting working being done by the guys at The mod is great, the guys working on it are actively pumping out fixes and things like Weapons mods kinda work-ish..... But the point is that the game could be so much better if the mods were handled better, we have a mod called ModManager that helps mods, mod... I hope people see the redundancy and inefficiency this current experience provides rather than what the game could be if the modding scene was more widely embraced with. People have stated in this thread that memory utilization and optimization issues persist in the game; which is a contributing factor to why the next update should have .netframework4 https://blogs.msdn.microsoft.com/pfxteam/2008/10/10/parallel-programming-and-the-net-framework-4-0/ Task Parallel Library alone would improve multicore performances on machines, considering KSP is running on a CPU based game engine I would imagine the additional support for parallelism, the Managed Extensibility Framework for further mod compatibility and stability (less crashes and faster startup times). This is without even mentioning Managed Profile Guided Optimization. Not only that but the asynchronous modules and handlers that 4.0+ provides would provide a smoother multiplayer experience, which I'd personally enjoy so I have a little stake in having everything updated. And Dual-mode socket support. Back to the quote: " like reasons to explore the planets' surfaces, more planets" "realistic aero physics" "another star system" "Reasons to boldly go" "discover like another civilization" It's silly to think we have all these great tools, yet heavily un-utilized in the grand process. "And there are plenty of mods to give me those features now. " Console release had an array of missing features and stability issues that while modding, in general, would not solve. But simply providing console version with the tools needed to run using everything provided by Microsoft hardware, which certainly would have been compatible with net framework 4 for that multicore support, the experience would have been an improvement to the one we received. This also highlights the replayability factor modding provides a game. Maybe they will allow us to script our own missions? That would be a nice compromise to having the same mission constantly and providing a replayable game. I think this quote highlights the limitations of a small dev team, attempting to work on a project that is quickly becoming cumbersome and falling into a trap where the game development is being interjected by Bug Fixing and catchup patchwork, which is highly speculative with only bases on the weekly posts provided by the staff team and the updates provided by SteamDB which can monitor the changes in depots (scratchpad_3 started getting updates before Christmas and has not really stopped since the holiday): https://steamdb.info/app/220200/history/ They are updating the QA builds as they said, they certainly are not lying, but there is no way to find out for sure how active development is at the studio as the depot is obviously passworded and therefore hashed to the public: They could just be actively updating textures, we don't know unless someone at the team blogs about it... More transparency would be grand. If the posts provided by the staff contained insight into the actual sprint timetable they are working on or provide an active bugtracker which allows the ability for those who have dedicated time providing mods and support for this game to maybe contribute and provide help with the core mechanics that the team are having issues implementing or design on, which the team feels the need to keep hidden and provide illusive timetables at the expected time. I understand why the team do not want to state on the record a fixed date, but I feel its unfair for the community to be expected to feel excited about this: https://imgur.com/a/gWp4b when the team could have easily messaged @linuxgurugamer and @DMagic for an agreement to add these to the update: Those EVA suit textures need time to test... At least the team confirmed that the kerbals will have new heads Also spending time modeling new sizes of models instead of working with @starwaster or even just take notes from his code to scale up the number of objects in the game without the need to spend time on each size of the model. I believe these criticizations of our beloved game is fair as I don't want to see the game fail at becoming something spectacular.
  13. I was working on this exact idea, thank god someone got the idea working! You legand! <3
  14. Insane work, will this be able to be incorporated with other world packs like GPP, also, can this be used with GalacticNeighborhood to connect these worlds throughout many galaxies?
  15. EDIT: Plugin help fullfilled I have decided to create a plugin that hooks into your Discord via RPC which allows KSP to send status updates for Rich Presence on Discord. The idea being, if you are orbiting the muun, or crashing spectacularly, or boosting at a certain altitude or joining a Multiplayer KSP with DMP, then people on discord will know. The idea being RP will update with images of what moon/planet you are nearest too or what server, if you are using MP then a connection can appear on discord client. [Info on Rich Presence] https://discordapp.com/developers/docs/rich-presence/how-to Credit is given to nostrenz for base idea, standalone RPC version here: https://github.com/nostrenz/cshap-discord-rpc-demo It seems for RPC to work I need to have a compiled RPC client in the GameData/<mymod/plugins/ folder with my mod for it to function, I have used DLLImport and the compile works flawlessly, unfortunately, nothing posts to the console log when using Debug.Log and my plugin does not update my status with the vanity statuses set in MainCord.cs https://imgur.com/RJdYE07 I've made my project publically accessible if you are feeling up for helping out a noob: https://github.com/4669842/KSPCord-1.3.1 You will need to add this DLL for RPC Discord to your compiled version: https://github.com/nostrenz/cshap-discord-rpc-demo/releases (hope to merge into one) IDE is set to framework 3.5, VS says there are no compile issues. For now, I hardcoded the ClientID as I only need a single app to access discord but once I learn how to create nodes and assign key value pairs I can allow others to host their own apps on discord if needed (Once this actually works)
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