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mostlydave

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Posts posted by mostlydave

  1. Steam really needs to add a clear indicator of whether a game requires a launcher or not and enforce some kind or rules to get rid of them. Why am I buying my games on Steam if each one installs its own launcher anyway? Why in the world does a game like KSP need to add a REQUIRED launcher at this point in its life?

    I encourage anyone that owns KSP on Steam to leave a negative review letting Private Division and Valve know how you feel about launchers.

  2. 12 hours ago, Sabor said:

    I can't actually get these parts to fly. Just a few fuselage parts, command module, regular engines, and the wings, and it just doesn't fly.  It'll pull up but instead of taking off it just acts as its own speed brake, going down the runway with its nose pitched up but unable to lift off.  With brute force and overspeed it'll fly, but the roll is WAY too sensitive. Much more so than pitch.  You can get this thing to do 160rpm

    I’m having the same issue, the wings are really difficult to attach and my craft just tries to plow into the ground. My center of gravity was really far back, but I didn’t have much luck even after trying to move it.

     

    does anyone have functional craft files to share?

  3. 4 hours ago, Daishi said:

    Yes it's happening, we've just run into a lot of new bugs, and need to expand the plugin for localisation and dual 1.3 and 1.4 support. All backend stuff, so no need to post it here. Paul, Dmagic and I would rather release something to you guys in good working order, rather than ship it in a mess. Sit tight! 

    Thanks for the update and all of your work!

     

  4. On 7/2/2018 at 7:49 PM, Brigadier said:

    If you know that you're not supposed to ask, why do you ask?  As innocent as this request might be, it's against forum policies.  Please be patient.  I really enjoy US and don't want anyone jeopardizing a new release. Also, Squad has announced a KSP v1.4.5 and some authors are suffering from release burn-out trying to keep up to date.  I can't speak for Daishi, but we'll see US v2.0 when he/she/it is ready.

    I didn’t ask for a release date, I’m simply asking if US 2.0 is still happening or not.

    I don’t think that asking could possibly jeopardize a release in any way, I’m just not seeing the connection. 

  5. I know we're not supposed to ask for release dates, but is 2.0 still coming out? I saw a post on reddit about it and I see you have updated you signature but we haven't had any updates recently. I check the thread all the time and this is my most anticipated mod for KSP.

  6. 28 minutes ago, Snark said:

    Yep.  Based on my (admittedly sketchy and inexpert) observations, my impression is that Porkjet simply didn't get around to implementing the glowing-nozzles part of those engines.

    Technobabble details in spoiler section below, for the curious, but it boils down to this:

    • Yes, that's right, there's no nozzle glow for these parts.
    • No, it's not fixable.  (At least not by me.)
      Reveal hidden contents

    KSP engines implement the emissive glowing nozzles via a PartModule called FXModuleAnimateThrottle.  If we look at the Swivel, for example, we find that its stock config includes this:

    
    
    MODULE
    {
        name = FXModuleAnimateThrottle
        animationName = HeatEmissiveAnimation
        responseSpeed = 0.001
        dependOnEngineState = True
        dependOnThrottle = True
    }

    ^ that.  That right there is why the Swivel gets that nice orange glow on its nozzle in the stock game.

    Note that for this to work, two things have to be there:

    • First, and most importantly (because this is where all the hard work and artistic talent come in)the model itself needs to have a "glow" animation and texture built into it.
    • Second (and this is the easy part):  the part's config needs an FXModuleAnimateThrottle set up, to point at the relevant animation in the model.

    The stock Swivel works because its model has all the necessary stuff hooked, up, and it also has the config shown above.

    Now, with that in mind, let's take a look at Porkjet's reskinned Swivel, shall we?

    The original config that comes from Porkjet, interestingly, contains a section that looks like this:

    
    
    // MODULE
    // {
    //     name = FXModuleAnimateThrottle
    //     animationName = HeatEmissiveAnimation
    //     responseSpeed = 0.001
    //     dependOnEngineState = True
    //     dependOnThrottle = True
    // }

    Those // characters mean that the section is commented out.  In other words:  when he was working on these parts, Porkjet took the trouble to copy the FXModuleAnimateThrottle section from the stock Swivel... and then deliberately removed it from his config.

    Which is an odd thing to do... especially since, if I look at the texture files he included, he actually has a JebsJunkyard_Emissive.dds texture file sitting in there, which tells me that he meant to hook this up.

    I also note that the way that I set up the reskinned Swivel in MissingHistory... I've kept the original FXModuleAnimateThrottle config from the stock Swivel.  Which means, this ought to work, if the model has the animation built into it.  But it's clearly not working.

    So, what's going on here?

    I'm not Porkjet, of course, so I have no way of knowing exactly what he was thinking or what was going on at the time he made this stuff.  But putting all the observable pieces together (including the rather abrupt way that these parts were released in the first place), here's my theory.  To be clear, this is only a theory, I'm just guessing since I have no inside information on the subject:

    I think that he clearly meant to put an emissive nozzle glow on these parts, and that he had actually started the work to do so (that's why there's an emissive texture file sitting there in the folder).  However, I think that some unexpected, sudden circumstances intervened that required him to stop what he was doing and just release what he had.  And I also think that when he had to do that, he hadn't yet gotten around to hooking up the emissive texture with an animation in the model.  So he just quickly commented out the FXModuleAnimateThrottle and shipped what he had before heading out the door.

    What this means, if I'm correct, is that there's basically no way of fixing this without actually going into the part model itself and doing the work that Porkjet didn't have time to do, and hooking up an animation (named HeatEmissiveAnimation) to the emissive texture that he produced.

    I'm guessing that that's technically possible... but it would require modeling skills that I don't have at the moment, and would take more time than I currently have for me to go and acquire them.

    Therefore:  until/unless someone (who does have the modeling skills) wants to volunteer to come in and hook all this up... I'm not going to be able to fix this myself.

     

     

    Yeah, I've noticed that myself.  You're right, it's kind of jarring.

    I'm guessing it's technically possible, but would be somewhat low on my priority list, for a couple of reasons.

    First, I'd love to get the boat-tail variant thing working (i.e. hook up the "boat tail" variant of these engines that Porkjet provided).  If I'm going to spend "tinkering time" trying to get variants to work for the engines, I'd probably want to get that working first.

    Second, even if it does work and all the necessary work can be done for it... that still doesn't solve the problem of all the other engines in the game (including the new Making History variant-mesh engines), as well as all the engine plates, which all have single-color-only shrouds.  In other words, solving this problem for the Porkjet 1.25m engines would only be solving about 20% of the problem in the game.  And making this work for the variant-mesh engines and engine plates would be... really hard (because ModulePartVariants only allows modifying one aspect of a thing, not two; it only has one degree of freedom).

    In short:  you bring up a legitimate, vexing problem that occurs throughout the game, and I'm dubious of the merit of spending a bunch of time and effort to solve only a small part of the problem.  Seems to me that if KSP really wants to solve this, they need to figure out a good way to solve the "variable shrouds" problem in general, which they haven't done yet.

    Short answer:  probably no fix for this coming any time soon.  It's a great suggestion, turns out to be hard to do.

    Thanks, I didn't realize it was that hard to modify the shrouds, let's hope Squad does something about it.

  7. 2 minutes ago, FrancoisH said:

    The real question is:  is @stupid_chris still playing or around here? As his last post is a month ago, I do know people interest in this game can shift.

    And if he's not actively developing it, maybe, with proper authorisation, someone could fork the project somewhere? As it was a nice add-on. I'm not really versed in Unity/KSP Mod development but I really like this one, and I'm probably not the only one...  I liked Deadly Reentry as well.

    I hope for an update :wink:

    The first post in this thread mentions the license changing if he is not on the forum for 90 days, so I think it's probably going to have to wait until thin unless someone can come up with a MM patch

  8. Yeah, they posted a bad redeem link in the steam announcement about the DLC, and seem to be ignoring all of the comments. So I wouldn't be surprised people are confused. 

    9 minutes ago, malkuth said:

    Like I said you might want to wait.  I have not received the free copy either.  They might be just having some technical difficulties.  And I purchased in 12/2012 and it says Early Adopters on my steam transfer.. So I'm guessing its an issue right now.   You must remember  before we transferred to Steam the waiting we had to do when .19 hit, .20, etc.. One of the main reasons I transferred to steam was because of the wait on the KSP store.

    Actually talked to Some of the support staff about a month ago about this and they had to do some vodoo to make this work for us Transfer Guys.. I'm guessing the voodoo wasn't good enough. :)

    I transferred to steam so I wouldn't ever have to worry about keeping my receipt, steam key or email, but I guess that was wishful thinking

  9. 4 minutes ago, malkuth said:

    If your copy say Early Adopters you should be getting it.  If not than you will have to email them your info from the KSP store.  But I would give it a bit, seems that they are having an issue with this part of the release since a lot of people are still asking about it.  You can look up your game version in steam via Steam Account Details >View License and Product Activation History. 

    No the cutoff date is April of 2013. It will say Early Adopters in steam.

    I bought the game in 2012, so I know I qualify for the free DLC, I was just hoping it would magically show up without having to email support. I have a hard time believing this is the best Squad\Take Two can do. :(

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