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Akinesis

KSP-TV Broadcaster
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Everything posted by Akinesis

  1. 1.0 has had a complete tutorial overhaul
  2. Hmmm, expanding on the 'Follow me to orbit' Navball marker... When stationary on the ground the Ap/Pe jumps all over the place so a node can't be created. If stability has been applied to this glitching/effect when a vehicle is 'landed' then one could create a maneouvre node from the ground. That would be super handy for any required ascent and is completely manual in its implementation. Now, IMO, that would be a great feature/fix. Alas, Harv has stated that it is something coded from scratch, which suggests it's not this. But still...
  3. Yup, this! I could easily knock up cloud textures and config files from scratch and implement them to the relevant KSP bodies in a single day. But then the EVE plugin does the interfacing already, which I don't have to worry about. If both the interfacing and textures already existed in KSP code, which has been suggested now (and I was only vaguely aware of when I wrote the OP) or he used derivatives from the open-source codes then two days could be ample. And then if the QA on it went swimmingly then Harv would announce what he has announced. But my bets are still on Radio Altimeter
  4. Oh, OK. Hmmm, you might be left wanting there. But who knows. I'm losing track of everything SQUAD is implementing in this update! Good point about the Kerbals in Command Seats. Strange that was never done in the first place. Perhaps a loading issue that existed when the seats were first introduced?
  5. No one has mentioned KAS. But from what a few people have been suggesting now, it perhaps is more likely to be a KER thing, agreed. Still, and regardless of your wanting to end the suggestion, I'll continue to hope for clouds You'll be pleased to hear that elements of KAC are already announced for 1.0 Edit to reply to Kuzzter: I've got it! A 'RadAlt' system (height above ground) in addition/toggleable to the height ASL counter that is displayed in the external craft view!
  6. In Harv's statement in this weeks Dev notes (which doesn't appear to have been discussed yet) he said: "I’ve dedicated a couple of days here to implement a feature which I think has been missing for far too long from the game..." What do we think it is? ***Original message removed due to evolution of this thread and this OP*** Message from Harv (page 18): I'm surprised, nobody guessed it right so far! I'm not going to spoil it though, but I'll debunk a few assumptions: * It's not something I've been working on in the backburner (I wish I had that kind of spare time). * It really was implemented from scratch in the span of 2 days. And a little hint: Try to imagine it's your first time playing. Everyone's ideas are way too advanced. Have fun! Cheers Suggested (sensible-ish) ideas prior to Harv's message: - Rad Alt - Clouds - More KAC features - dV readouts - EVA strut/fuel-line placement - Collision mesh for terrain scatter - VAB day/night cycle - First-person IVA for Command Seat - Parachute re-work - Flaps/Spoilers (this may already be a feature, though) - Kerbals can be loaded into Command Seats from VAB - Launch countdown - Editable action-groups during flight Suggestions (the most sensible IMO only) post Harv's message - Tool tips - KSC marker/beacon - Keyboard map - Images of parts when selecting test contracts - Waypoints - Key bindings - Deformable terrain <--- perhaps too big of an ask, but too awesome not to put up here! Adding the below suggestions risks the of derailing this thread as they are more of a wishlist (or just don't marry up to Harv's message), but I thought I would include them here anyway as there are some good (...and silly) suggestions... Other suggestions (some a bit too cool to ignore!) that are unlikely due to different reasons... - Staging edits/fixes on the launchpad are permanently saved - Very simplified launch-window planner (Message: "Today is a good day to go to Duna") - Descent profile in map view adjusted to compensate for any existing atmosphere (simplifed Trajectories mod) - Custom Kerbal implemented from 'Kerbalizer' into the game - Nav Ball 'follow me to orbit' marker - Change colour of rocket parts - Self Destruct (to save further damage to other craft/buildings when it's evident the launch is going wrong!) - Rotation of craft continues during time-warp (to allow spin-stabilised craft) - Allow players to manually choose the location of the KSC on Kerbin at Career start - Return of the Magic Boulder. Yes, I went there. - 'Detached' camera mode - Antenna range - Occlusion effects from eclipses - Ability to time warp while engines are burning (in a more stable fashion and higher rate than previously) - *Right Click* 'Build Sandcastle' - Stabilised GUI on spinning craft - Kerbals 'visually' take surface sample - Kerbal achievements - VAB - Launchpad crawler - 'LAUNCH!' button - Add the Wilhelm scream when Kerbals are EVA'd and fall off <--- someone please make a mod for this!! - Part search (down here because I'm sure this isn't two days of work...) - Low electric charge alarm (same as above) - Navball open in map mode (and again) And the winner is... New Smoke effects added to Launchpads
  7. Yes, thank you so much SQUAD! I have been waiting for a game like this all my life. Lego in space! I have lost countless hours of sleep, my performance has dropped at work due to fatigue, I've abandoned ALL other games and had tellings-off from the wife all for KSP. I'm even spending money to stream this great game on Twitch! I don't regret a single second You've also gathered together the best on-line community I've come across so far. Best of luck with the release of 1.0!
  8. Yes, to clarify it is my work that is restricting it all. If you're still looking for writer I will grab the document when I get home to start lending a hand.
  9. Hey Capt, I would like to contribute to the blurbs, but I can't access the folder right now from work (restricted access). Is it still open for contribution?
  10. Oh, I got really excited when I read the bit about adding clouds. I actually sighed in relief and admired those fluffy white watery-things through of my office window for a minute. Then I read on, and my heart was ripped out and stamped on. I am very much hoping Squad will add clouds before the release, but at this stage it seems unlikely. I'm sure they will come in time, and EVE is a fantastic tool so it's not the end of the world by any means. And there are so many other features to seriously look forward to! Good work, guys!
  11. Hey, you've done a good job here. Thanks for crediting me! I was going to update my AVP file, but it seems like you have everything under control. Plus, with the little free time I have I use it for streaming now. I will soon be heading out to Sarnus and beyond on my stream, and I will be using your AVP file. I'll be sure to give you a shout when that happens
  12. Thanks RobotsAndSpaceships! jpkerman, they are a feature with the model itself. I simply left it in. I one day hope to utilise the function, though. However, I fear this function is buried in the raw model file, which I can't access. At present, I use them to indicate to myself which tanks are currently depleted of life support. They may have served a purpose with the original mod, as they are originally branded as anti-matter tanks IIRC. But the original code renders the models useless, anyway. They would not work for their intended purpose now. For the moment, just accept them as changeable decoration. Edit: Just for info, I am out of the country at the moment and unable to work on the mod, so please forgive the delay with the update.
  13. Yes, try using OpenGL. I wrote the configs for the OPM AVP files (and EoO) with tgyoo7 and I can't even run AVP without OpenGL :/ Edit: CaptRobau - did you want to add the Edge of Oblivion cloud file from my post on page 72 to the OP?
  14. ***Parts updated 16th Feb 2015 to v0.1.2*** Added a micro container intended for rovers as a '1 day' module as suggested. Also added an optional install for KAS compatibility for the small and medium containers. See the OP for the updated information. Thanks for the suggestions!
  15. If you're using ATM and this is the first time you've loaded OPM, when you load the game go and watch a TV program. It may look likes it has crashed and hanging, but it hasn't. It just takes a loooooong time. If it does crash, then reload. And keep reloading until the game runs. It will eventually.
  16. Tekto should work with the EoO config I made. It's not as 'full', but it should still be visually excellent. I'll have another look through the config tonight, just to be sure.
  17. For the guys struggling with AVPI, has anyone tried configs for Better Atmospheres or Astonomers Edge of Oblivion instead? There's some config files a few pages back to convert the OPM clouds to use BA or EOO.
  18. It is totally possible and in the RSS version it did have an orange band. But there was not enough time to convert the config over before release. I'm already working on an update. - - - Updated - - - Have you tried using OpenGL?
  19. Hey hazard-ish. Granted, the haze is a little more prominent than it needs to be because I was trying to fill that gap on Sarnus between its atmosphere and rings while keeping the surface colours visible. However, I would very much like to point out that the files used were originally built for the RSS version and I didn't have enough time to do a full conversion to KopernicusTech. Rest assured that I am already working on an update! The haze will most definitely stay, but it will be reduced and blended better. All the planets will have a haze IRL, but it will be less obvious with the gas giants due to their size. Granted they are a little exaggerated for OPM at the moment, but they will be altered. BUT... it does come with a huge advantage; drop a probe through the atmosphere and you WON'T be disappointed The effects you see aren't really possible without the haze. The configs you are referring to on page 25 are done by tygoo7, and all you need to do is download his and swap it for the GasGiant config currently being used if you prefer.
  20. Here is a conversion config for the people using Edge of Oblivion: Download It includes the Tekto config. Edit for instructions: Locate your KSP folder and go to GameData > BoulderCo > Clouds and delete the GasGiants and Tekto config files. Drop the downloaded cloudsOPM file in their place. Profit.
  21. Can you send me a screen shot of your 'Textures' folder within BoulderCo (the one that contains all the textures for the clouds)? I'd like to see what you have in there.
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