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Ruedii

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Everything posted by Ruedii

  1. Any way you can get this working on OpenGL? Linux doesn't have Direct3D for obvious reasons. If you are using Unity's utilities to build this it should be a simple checkbox. Unity needs to run some stuff through a precompiler for OpenGL. It might have higher system requirements on OpenGL for Windows, because Linux drivers for older cards are light years ahead of Windows ones. This goes especially for the OpenGL 4.2 or OpenGL 3.5 with SM5 extensions required for SM5 shaders. I would recommend using SPIR-V shaders, but nVidia support for them is crap, requiring a quite recent card.
  2. I was wondering if we could get separate "Drop tank spaceplane" contracts before the SSTO contracts. Drop tank spaceplanes would be only allowed to drop tanks, and not engines during their ascent.
  3. Sounds cool. Could you also have a toggle to add an auto-counter-torque option for single main blade helicopters? In a single blade helicopter setup this would adjust the tail stabilizer torque based on the torque applied by the main rotor.
  4. Thank you So Much!!!! I feature requested this years ago and it got poo-pooed as unnecessary. Hopefully this mod will become so essential they will add the feature! I can't say how much I wanted this! THANK YOU!!!!
  5. Any issues with 1.11? I'll report back if there are any problems myself. If anyone else has a problem please report it. I'm using Restock/Restock+ so I'm thus checking for issues with those as well. I am adding the patches for automatic addition of inventory to all pods in order to acomidate 1.11 better. I recommend just marking that patch as recommended on all your mod when incrementing the number as oppose to patching. (Include it in the instructions on manual install, and mark it recommended on CKAN.) Update: Loading tested, only error is a single NRE on launch (I suspect I know how to fix it, I'll look into the part file later.):
  6. I hope KIS gets reimplemented to augment the stock inventory system, myself. Notably, only some parts would need rework.
  7. Try launching the game directly. You don't have to use GOG Galaxy to launch any game sold on GOG. They specifically don't lock their games to the launcher.
  8. Yeah, that is what I meant. You need to check their behavior. Make sure it's starting at it's maximum extended state instead of at the middle or top. Also, you might want to make sure your wheel collider isn't creating two colliders for the wheel (one general physics, one wheel) instead of one.
  9. I'll have to test the mods in question. I should see if it's been fixed by this change first.
  10. Should this fix other mods that also have NREs on drag cubes, or just the fairings. Several mods have run into NREs on loading drag cubes for non-fairing parts.
  11. You might want to talk to the developer of Airplane Plus about how he manages wheels. He has a lot of good wheels in his set.
  12. If they could (I know it is added lawyer expense) they should make a specific EULA for each game and service, and give the user the choice of agreeing to the 2K EULA or each individual EULA. Generally most people would rather do the former, for simplicity. The game or service EULA should be based on an option selection of boilerplate clauses based on what types of games or services you are using.
  13. I really think the privacy section of the EULA does need to be updated with details under what they use each type of information for. It also needs to be clarified that it's the EULA for ALL services by 2K. It also needs to be clear that the information given is in a Non-Exclusive Unlimited license to 2K to utilize in purposes relating to the games and services you wish to use. Then add a second section for anonymous analytics with what information is stored there separately.
  14. As a note, any tests for the latest KSP version on this? Some part-only mods ran into trouble.
  15. Several minor changes to part handling *cough*Drag Cubes*cough* broke a bunch of parts. Hopefully they will fix that in 1.10.1
  16. To address your initial problem: That is behaving as intended. Don't do that. As of how to prevent that: Parts clipped together should ALWAYS be treated as a single segment when setting up staging, this means you need to set up a parent mount that ALL the clipped shields link to for this case and decouple the parent mount from the ship. This will give you a clean decouple. Any option to force them to self destruct after a delay will involve mods as far as I know. I'm not sure if the sequencer part from Breaking Ground might be able to be used to create a delayed action, though.
  17. Is that going to be early access release, stable with features still to be added release, or complete release? I know the primary scope change of KSP 2 will be colonization. I presume this takes a lot of balance.
  18. Might I suggest something: A series of visual scanners specifically for mounting on planes and rovers, as well as some missions specifically for them (scan a specific location.) The first one would be an early visual scanner with low resolution black and white visual with anomaly detection. The second would be high resolution color visual with biome, high resolution altimeter and anomaly identification. They would both require being under 12Km to work and would have an ideal altitude of 5Km making them impractical for both full planet scanning, but great for scouting an area or for attaching on a lander so you know what's in the immediate area when you land.
  19. NDA issues with Private Division, If I Recall.
  20. Quick question, do you have mods installed? Many times unsupported mods will soft-fail leading to lag, bugs, and save file breaks.
  21. Not compatible with KSP 1.10. (Linux) I might look into it later. OK, Looked into it. The Drag cube computation is throwing an NRE on initialization of the game database. It probably needs it's drag cube to be specified properly in the part file. Hopefull this same bug won't affect every mod out there with wierd shapend objects missing manual drag cubes. Log:
  22. I don't know who to blame for the whole mess of the transfer. I do not see anything wrong with the change of development company. Star Theory didn't want to continue developing under the terms provided by Private Division, so they decided that a new company would be made. The problem is that the developers weren't consulted in all of this. I don't know who is to blame, but if Star Theory was in these negotiations and they are the formal employer, it is their duty to consult them and bring them in on the discussion. Honestly, Star Theory has had a lot of problems, and 2K's largest ethical problems have been in not mandating that their subsidiaries follow proper ethical behaviour, and then taking the blame so they can be the big corporate bad guy and the middle management gets off with no blemishes on their reputation. So I think logic says that 2K didn't make Star Theory bring in the programmers, and Star Theory didn't think to. Making Star Theory at fault, and 2K Negligent (as usual with anything that happens under their umbrella, which is why I was so glad to see Squad keep it's current management lineage in the merger.) Fortunately nothing here is more than bad corporate practice. Nothing illegal, and everything did get sorted out in the end. Still, it is a good reason to pressure 2K to try to at least give some decent advice to their subsidiaries about when something is a bad idea. They also should probably go and maybe get some people with some real world experience to consult in these sort of things as to know what sort of things can go wrong, and what the fallout might be from it. I think part of the problem is that 2K's business division is too far detached from the real world and doesn't know what kind of mistakes can happen and what the press will think of it. The later one is the bad part. For instance, letting the greedy stand-up guys at RockStar request cease and decist letters against modders was a clear and obvious bad press moment. A more kindly worded letter saying to restrict particular usages of the modkit would have been better. Even better would be to provide guidelines for modding in an EULA ammendum for GTA V and GTA V Online, with separate designations of what is acceptable for regular play and online play. As of what I would like to see now, as of cleaning up this mess on KSP 2 should be done in a fully transparent manner. They also need to make sure this kind of mess doesn't happen again.
  23. Thanks for the details. You need to adjust the animation behavior of the shocks. That is where your issue most likely is. I suspect the animation might be reversed or something. I wish there was an easy way to do a controlled halo test of these thing on mods. Oh well. I presume you are doing the layers in blender and doing the sliding animation in Unity itself. That should be how you should do a simple animation like this. Additionally, you might want to consider masking the non-wheel physics from impacting the wheel with the ground by using the collision mesh layer configuration.
  24. As a note, SCANSat has their mechanism fixed, so if you want to know who to contact as of asking for code that works, that's your lead. It's probably better not to reinvent the wheel on this. Hopefully we can get a Github repository made for this function.
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