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Neutrinovore

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Posts posted by Neutrinovore

  1. 18 hours ago, CraftedDoge20PlaysKSP1.0.5 said:

    sorry about my name i need changed my name but it just changed signature "Kdoge20" <--- My name not CraftedDoge20PlaysKSP1.0.5

    i always misspelled or bad english because i use crappy keyboard or i live another country

    Ah, it's cool, I'm sorry if I sounded overly critical.  :blush:  You can use whatever screen name you like, I really was mostly (like, 98.7%) joking about how long it is.  :)  But, if you'd like to inform us folks about your 'nickname', just put something in your signature like, maybe "You can call me 'Kdoge20', just don't call me 'late for dinner', ha ha!"  Or, well, you know, something that's actually funny or witty...

    :D 

  2. 1 hour ago, subzero22 said:

    How do you get the stardock into orbit and build a ship in it?

    With great difficulty, I'm guessing.  :D

    Lol, sorry, couldn't resist.  But on a more serious note, I don't think that those parts are meant for actually BUILDING ships, more just as a cool looking and well-lit place to dock them at a space station.  Perhaps in the future someone could or would integrate these parts with another mod that DOES allow the construction and/or launching of ships from them, such as EPL or maybe one or two others that I can't remember the name of right now... :confused:

    Anyway, as far as launching... All I can say is keep trying, build a really large rocket, or if worst comes to worst, you could always use something like HyperEdit and just 'put' it into orbit without any of the annoying need to actually 'launch' it.  :)

    Rotsa Ruck!  :D 

     

  3. 17 hours ago, MisterFister said:

    @Neutrinovore, I think you're very right to call me out on this.  I edited, and I apologize.  Please see above.

    As for the rest of your point, frankly I hadn't checked the person's profile.  That was quite silly of me to overlook that simple step.  (Though, so few posts only increases how odd it seems, at least to me, that a person would forget having so recently addressing a post to another mod's thread.  I'm not making fun, I'm just scratching my head at it, is all.)

    Though, I submit that "will this mod work" is asking if a mod is updated.  To simply read it verbatim (especially for someone who might apparently be communicating through a language barrier -- something I DID NOT poke fun at, despite the other semantic puns I pointed out, of course) I think is unnecessary and even itself rather unfair to the person asking the question.  Whether a person is non-English speaking or non-technical speaking, "will it work" means "has it been updated," in my view.  I understand that someone has to rather strenuously distinguish the other question, "I'm not asking if it's been updated, I just want to know if I can get by with the old version, despite the numerous posts above me which are describing bugs and errors of some sort or another."  Which is not a common question, though I will grant you that version migrations do rarely result in incompatibilities so severe that a mod author will warn you to uninstall it and not even try it as it'll break your game / computer / destroy your savefile, etc.  (Indeed, we've seen that it's often the mod update itself that breaks savefiles.)

    Ha, and yes, I agree on the person's name length, I lol'd at your comment on it.

    @Fallarnon see my reply and apology above, your reply hit while I was composing it.

    Oh, and @CraftedDoge20PlaysKSP1.0.5, you deserve to be tagged as well.  I apologize for my unhelpful reply.

    Alrighty then, we're all cool.  :)  I also apologize for getting my dander up a bit, and you're right the new rule is kind of a 'gray' area type of thing, it's easy to interpret in a variety of ways.

    So, situation resolved, apparently to the satisfaction of all concerned.  Later all!  :D 

  4. 1 hour ago, MisterFister said:

    Now if you'd intended to ask if B.Dynamics Parts has been updated to work in the newest version of KSP.  First of all, there's an actual forum rule that prohibits you from asking that question, especially the way you asked it.  Second, that information is already available in the OP of that thread I linked to :wink:, as well as on its CKAN listing, as well as here, here, here, then again here, and discussed here.  Third, see the first item, about it being a forum rule that you are not allowed to bug mod authors, especially after seeing the second item, that the information already exists in so many other locations.

    Sorry to butt in here, MisterFister, but I take exception to a few things you said here.

    1. First of all, CraftedDoge... the guy who needs to get a shorter username!... Anyway, the guy didn't ask 'when will the mod be updated to 1.1.2, he (she?) just asked if it will work.  Also, please note that, with only 18 posts on the forum to-date, I think we can be a bit forgiving for them not yet knowing all of the ins and outs of this particular forum, don't you?

    2. Here is the text of the forum rule in question: 

         2.3 Forbidden messages
         f.  Messages that repeat inquiries about updates or content from modders.

    Again, CraftedDogeEtc. was only asking if the mod will work, not requesting an update or anything of the kind.  Also, to my mind, this rule doesn't "prohibit" anyone from asking that question, it only does so when done so repeatedly.  Now, again, yes, there have been several recent posts along those lines, which you sited, but again, new forum user, so I don't see that he/she was being particularly obnoxious.  But, if YOU think so, then how about avoiding posting snarky and chastising comments yourself, and just report the post to a forum moderator and let THEM deal with the issue.  I really dislike posts that deliberately try to make someone feel bad for asking a simple question, as you might be able to tell.

    Now, @CraftedDoge20PlaysKSP1.0.5, 3 things:  One, please consider a shorter username, lol!  :D  Two, welcome to the KSP Forums, friend.  :)  Three, in answer to your actual question, no, as far as I can tell this mod probably won't work in KSP 1.1.2, but I could be mistaken.  I haven't been able to find a download that states definitively whether it works in the latest version of KSP or not, and since I already have a lot of other mods installed in my game, I haven't yet tried this one in 1.1.2.  If I'm wrong, I hope someone will correct that information, or otherwise provide a link or point the way to a version of the mod that does work.

  5. 23 minutes ago, TiktaalikDreaming said:

    Unity's strengths are basically around portability.  No real work to make it buildable for Windows, Linux, Mac, IOS, Droid, and various console flavours.  Of course with KSP, it'd crash the hell out of just about any mobile, and requires a lot of rethink for consoles, so that advantage is maybe not as useful as it may have sounded at the beginning.  But it's also (excluding crazy physics) pretty good for modders, as the full editor is available free if you're not making money (above a threshold, which also makes it good for start-ups) from it and don't need collaboration features.

    Not that I've checked out the Source engine.  I can't mod KSP in Source.  ;-)

    Yeah, well, you're still way ahead of me on this whole thing, lol.  I may be good at some things (well, maybe a few...), but I certainly don't know all the particulars of game design, or all the pros and/or cons of every single game engine out there.  All I know is what I've observed, and as it happens the majority of PC games I've played have used either the Source Engine (anything from Valve, such as the Half-Life franchise, Portal 1 & 2, the Left4Deads, etc.) or CryEngine, specifically the first Far Cry and the Crysis games... well, I can't play Crysis 3 on my system, my video card isn't beefy enough... but like I said before, the few games I've had the misfortune to purchase and play that used the Unreal engine just made me feel... unclean, somehow... after playing them for just a few minutes.  Anyway, as far as I know the only game I've played that uses Unity is KSP, so I'll freely admit that I'm working with a sample size of 1. But based on this experience, and while I really do love KSP despite all my comments seemingly to the contrary, I would honestly have a bit of a think before knowingly buying another game that uses Unity. 

  6. 49 minutes ago, KSPNerd said:

    The Download links will not work for me at all. 

     

    On ‎5‎/‎9‎/‎2016 at 2:12 PM, Virtualgenius said:

    Bobcats products are so old and outdated just let them die peacefully and let this thread fade away

    What he ^ said.  The mod is ancient, the author has abandoned all development, and no one has picked it up in any capacity other than a few attempts at maintenance updates, but even those seem to have fallen by the wayside.  Let it go, please.

  7. 23 hours ago, lo-fi said:

    Most of the mods would probably not exist were it not for Unity being so commonly used and understood. I certainly wouldn't have managed were it not for forums full of info. 

    Oh, I'm not saying Unity is the worst game engine ever, I'm just saying that I think Squad could've done better.  I do agree with Kenobi McCormick that Source is superior to Unity in pretty much every way.  Every game that I play that uses the Source engine plays more smoothly, is less resource-intensive, and just overall seems to run better than other games that use different physics engines.  I absolutely refuse to purchase any more games that use the Unreal engine after wasting money on 2 or 3 games that use it, it looks awful and just sucks in my opinion.  It doesn't crash a lot on my system, but it's just fugly.

    So, anyway, I'm sure Unity has its strengths, but if that's the case then Squad doesn't seem to be doing a very good job at utilizing it to its full potential, IMO.  :) 

  8. On ‎5‎/‎8‎/‎2016 at 9:37 AM, Kenobi McCormick said:

    The Source engine, designed from the ground up to be a first person shooter, handles wheel physics better than KSP! Go play Gmod. There's no special module in that game to handle the interaction between something round and the surface upon which it rolls. The basic physics properties of the surface, of the wheel, handle all of that. How your car handles in Gmod is 90% how you set up the suspension constraints, 5% how you set up the controls, power system, and 5% hoping that you don't get constraint spazz when you run over a small prop left on the ground by the newbie spamming thrusters and soda cans.

     

     

    I don't know if Unity supports that sort of level of physics, though.

    Yes, this is my point, I think that Squad FUBAR'd bigtime when they chose Unity.  But it serves no purpose to tell me to "Go play Gmod".  Gmod isn't KSP! :huh:

  9. Thought I'd pitch in my 2 cents with a few requests here:

    These are great parts, but the lack of modularity limits their usefulness.  Because the rear engine mount/fuel tank has its own flat bottom that only comes in one length, and there are no shorter flat bottom sections, it means that one can really only make one specifically sized space shuttle, i.e. one that only has one length of cargo bay, the longest stock Squad part.  So here's my request.  How about separating the rear fuel tank and engine mount from the flat bottom, and then making one flat-bottom part for each length of stock cargo bay?  This way, if I want to create an extended length shuttle, I can just add in sections of cargo bay as needed, and then add their corresponding bottoms to each section.  Another suggestion, how about an adapter part that blends the rounded bottom of the MK3 bay down into your flat-bottom parts, in a 'stockalike' white-gray texture?  I figure this would be great for building airliner-style fuselages, with the aforementioned adapters and flat bottom parts allowing a 'low-wing' configuration.  If you wanted to get really ambitious, you could utilize Firespitter's texture-switching feature to change all of the adapter parts between 'shielded' and 'unshielded', at least visually.  Just gives us gamers more options, that's all.

    Okay, those are my requests, fwiw, feel free to completely ignore me, lol.  :)

  10. On ‎5‎/‎7‎/‎2016 at 6:40 PM, lo-fi said:

    I'm making some progress, learning a lot about configurable joints as I go. This might actually be workable... sorry for the lack of detail, it would take ages to explain!

    Yes, no need to take time to explain, take time to FIX!!  Lol!  :D

    Something that irks me about this whole issue, meaning Squad's inability to reproduce 'in-game' a relatively simple physical object - the wheel.  While I realize that there are a great many things that need to be simulated in the code, things that you've talked about such as suspension variables like shock and rebound and damping and... other stuff.  Anyway, while I'm certainly no computer coder or programmer, I get that it's not just "oh, well, a wheel is simple, it should be easy to simulate in a completely virtual way".  However, my point is that there are at least a few other games out there that use the Unity engine, although admittedly I don't know how many use Unity 5 yet, but anyway, there are a few games out there THAT HAVE WHEELS IN THEM that use Unity, and maybe I'm just not paying attention, but I don't hear any great wailing and gnashing of teeth about how crappy the wheels in THOSE games are.

    I guess what I'm saying is that I just don't get why Squad seems to have such difficulty doing things that other games manage with no apparent problems.  Wheels.  AIR, for felgerkarb's sake, how many flight sim games are there out there that accurately simulate aerodynamic forces on an aircraft, but Squad's atmosphere settings seem to be set permanently on 'custard'!

    Grrr.  Sorry, again, rant over, but I'm becoming increasingly disenfranchised by KSP's inability to do anything that it's supposed to do even COMPETENTLY, let alone WELL.

    'Nuff said, for now at least.  Keep on keepin' on, lo-fi, you're 'good people' in my books.  :)

  11. 11 hours ago, Dizor said:

    Thank you, @zentarul, for really useful mod!

    Can you please add one more simple 'if' in mod source code? When player types something in some text field in game (for example title for planted flag) mod should not react on 'o' key.

    I agree that this mod is now an absolute 'must have' for me, right up there with MechJeb and RCSBuildAid, to name a few, I absolutely CANNOT play the game without this mod anymore, it makes life SO much easier!

    Regarding the typing thing, this issue is being discussed over in Add-on Development in several threads, apparently this is something that changed with 1.1 and Unity 5, and some mods are trying to implement fixes to ignore keyboard input (for ship controls and other mods' key bindings, I mean) when typing in a text field, but my understanding is that so far results have been mixed.  It'll probably take a little while for someone to have an 'Ah-Ha!' moment and get it fixed for good, but in the meantime we'll just have to cope, I think.  :)

    Later.  :D 

  12. Oh my G0d Lo-Fi, Squad's wheels are so g0dd@m messed up, you need to set up the Red Bull I.V., down a bottle of no-doze, and GET US SOME DECENT WHEELS STAT, A.S.A.P., PLEASE FOR KRAKEN'S SAKE!!!

    Sigh, calming down...

    Okay, the preceding... rant, flip-out, nervous breakdown, whatever... was an only partially humorous plea, because the stock wheels are so freaking USELESS!  They're WORSE than useless, I don't even know why Squad bothers to put them in the game, I cannot find or create any combination of parts that actually functions as a "rover" that uses the stock wheels!  They either don't work at all, meaning the thing just sits there on the runway, immobile, with the wheels doing NOTHING, or if I can actually get the thing to move it does so at one of two speeds:  Glacial, acceleration (and I use that word VERY loosely here) can only be measured accurately with a CALENDAR, or 'So Much Torque and Wheel Slip' that it would be better to replace the word 'Rover' in a description of the vehicle with the phrase 'Drift-O-Matic Crash-O-Tron'.  And turning?  Fuggeddaboudit!  Again, either wheel-slippage-city, or the good-ol' Squad control method of 'try to turn when moving faster than about 3 m/s and automatically catapult your rover into the air because the wheels dig into the ground sideways, immediately followed by landing upside down creating very much lots of explosions'.

    Yes, I know that they've added all kinds of tweakables to the wheels so that we can supposedly 'tune' them to work better, but to me all that illustrates is that they KNOW the wheels are F'd up, but here, let's just put a Band-Aid on that severed artery, maybe nobody will notice.  They shouldn't NEED to have their 'traction' and/or 'friction' adjusted, they should just WORK!

    Bah... I just got up to do some stuff for about 10 minutes, and I'm calm now.  Just had to get that off my chest.  Anyway, since wheels obviously confound Squad all to heck, I just figured I'd get on here to encourage Lo-Fi & Co. here at Kerbal Foundries to redouble their efforts so that I (we, the players) can create a vehicle that actually moves on the ground, as opposed to having to create VTOLs and whatnot for exploring the surface of a planet or moon.

    So, anyway, for what that's worth.  :)  Keep on keepin' on, folks.

    :D 

     

  13. Or you guys could try my solution:  Delete the TweakableDockingNode .cfg and .dll files from TweakableEverything.  Also got rid of the TweakableDockingNode .xml document in the Plugin Data folder of that mod... Wait, why are there TWO different config files for the same plugin?  I looked at them both, and they're not the same, but I wonder if one is interfering with the other?  I don't know.  Anyway, I'll fire up the game again in a bit, hopefully this will be a temporary thing until TweakableEverything can be updated.  :) 

  14. 1 hour ago, lo-fi said:

    "Asteroids do not CONCERN me, Admir.... " Oh wait....

    So to bring you guys up to date, I'm collaborating on a custom wheel collider with Shadowmage. Which seems completely and utterly bonkers, but that's nothing new to me.

    Lol, no worries!  If you can pull off with Unity 5 and KSP1.1.X what you did with your wheels in Unity 4, that'll be par for the course for you, plus we'll once again have wheels that we can lobby for Squad to make stock instead of the dreck they give us.  No pressure, though... :wink: 

  15. 48 minutes ago, Kenobi McCormick said:

    DEMV series. Marks 1, 2, 4, 5, 6. We never got III and he was WIP another one before he went poofski. I still use the cockpits but his wheels were rendered obsolete when I got the RollKage/Kerchelin wheels, and those were put into obsolescence by the long tracks from this mod.

    Oh, yeah, you were still meaning BobCat's Duna Rovers, yeah, I really liked those for a  while.  Still didn't like the 'translation controls' thing, but for a while they were the only rovers I would use because they WORKED.  Until, like you said, a KSP update killed the CleverWalrus plugin for good.  As for BobCat's stuff, the only thing I still use are most of the parts from the MPSS Nautilus pack, although I just discovered that 1.1 has broken the inflatable centrifuge part... bah, off topic, sorry, anyway, yeah, now I know what you were talking about, lol.  :)

  16. 15 minutes ago, Angel-125 said:

    One attachment node? I'll have a look. Should be two just like any other docking port...

     

    49 minutes ago, RocketSquid said:

    So, I'm playing in 1.1.1 and I realized that the HexPorts only seem to have one attachment node all of the sudden. Is this intended, or an error?

    You know, I think that may be something to do with 1.1 and not any specific mod. Or, rather, something changed in 1.1 and not all mods have caught it. I use Ven's stock revamp, and the 'stock' (revamped) docking ports do the same thing for me, there's no attachment node VISIBLE where the port would attach to another docking port, but here's the thing: sometimes the port will attach at that location anyway, but then sometimes it won't. It's like the editor is hiding the node because they have some weird thing in the Engineer's Report about 'using a docking port as a decoupler', like that's some sort of major bad thing to do. So what? It's MY ship, I'll design it how I like, you ain't the boss of me, if I want to use a docking port instead of a decoupler I will! You ain't even my real dad!!

    Ahem, sorry, anyway, my point is that I've seen this behavior with Ven's Revamped docking ports, the ones from this mod, and also from Near Future construction and I think 1 or 2 other mods that I can't remember right now. Just sayin'. :)

  17. 6 hours ago, Deimos Rast said:

    Thread title made me think this was about expectant mothers...

    Lol, I myself thought that it was some reference to the 'Mother' computer in the original 'Alien' movie.  Don't know why, that's just the first thing that came to mind.  :D 

  18. 58 minutes ago, Eskandare said:

    Don't forget the long forgotten Bob Cat rover wheels and Duna Rover packs.

    True, BobCat's stuff worked (past tense), but it still wasn't optimal, because it required the control direction of the rover to be 'up' instead of 'forward', and it used translation controls instead of KSP's own 'wheel' controls, and there wasn't any way to re-bind the control keys to anything else, so if you (like me) used custom key-bindings for pretty much everything, you were up the unsanitary tributary without the proper means of locomotion.  :wink: And actually I have no idea about that last thing, the Duna Rover thing, never heard of it.  But that's probably because you referred to them as 'long forgotten', so there you go.  :) 

  19. 53 minutes ago, Winchester said:

    Thanks a bunch!

    A quick look at the files gives me the following differences between the versions:

    1.8 Test - has the J docking port and K crew tank, a limited selection of wings with built-in control surfaces, and PNG textures for everything. Also has the files split into multiple subdirectories based on fuselage cross sections.

    1.8 Test v2 - lacks the J docking port and K crew tank, has no wing parts, and still has PNG textures. All parts are in the same directory. Has a ships folder with one craft (OPT Repulsor)

    1.8 Text V4.01 - lacks the J docking port and K crew tank, has a full selection of wing parts with separate control surfaces, and PNG textures for everything. 

    (Where did the DDS textures in the "combined" folder come from?)

    Dropping the docking port files into the "combined" folder....no joy. I think I may have missed a texture or something.

    Loading just the Test version...works in 1.05 and 1.10. No firespitter in 1.10 though, has that been updated yet?

    Consolidating all the parts files from Test into one directory (as opposed to split directories)...one file with the same name in both the J and K directories, it's a texture relating to the cockpits. Overwriting... huh, why didn't that work?

    Let's try this again. 

    Starting with 1.8 Test. Leaving the directories this time.

    Creating a new "main" directory, and putting all the parts from "test 4" that didn't exist in any of the subdirectories for "test" into that, and loading again...success! All the fuselage parts are now there.

    Next, cleaning up the MMconfig so I can make sense of it...

     

    Lol, yeah, now you're finding out what I discovered a while ago:  K.Yeon is a BRILLIANT 'part creator', but he (she? Not sure, don't want to assume...) sure ain't that great at file organization and/or optimization. Rotsa ruck, my friend!  :sticktongue:

  20. 14 hours ago, Vrana said:

    Think you forgot this blast from the past:

    And, of course, the predecessor of KerbalFoundries:

     

    But yeah, same as everybody else here im really hoping there is a workable fix for tracks in 1.1, i highly prefer them to wheels. But even old KerbalFoundries wheels were a huge improvement over stock.

    Good luck and thank you for all your work, lo-fi and contributors.

     

     

    Nope, I didn't FORGET those, I include those in the list of wheels that never worked properly for me.  Of course, I guess that when they were NEW, TT's Multiwheels and the Caterpillar track mod would have been hot stuff, considering that before them there were basically NO wheels in KSP whatsoever, but I wasn't playing the game quite that early, lol.  I think I came in just about when version 0.20 was released, so by then KSP already had stock wheels.  Like I said above, they SUCKED, but at the time we didn't really have anything to compare them to, better or otherwise.  Later on, however, when I personally discovered the mods you mentioned, I didn't really feel like they worked as well as all of the hype surrounding them indicated, so I always found them pretty disappointing.

    Anyway, yeah... I guess that's all I have to say about that.  :) 

  21. I do hope Lo-Fi is working on this, Squad's wheels suck even worse than they did BEFORE 1.1.  And no, this isn't a request or pestering for an update, I'm just saying that Lo-Fi is the only person who's ever created usable, functional wheels for KSP.  Ever.  Period, full stop.  Well, that's not quite true, there was another wheel mod way back pre-0.9, RollKage, that had some pretty good wheels at the time, but just as 1.1 has utterly borked Kerbal Foundries, so did whatever update it was that eventually killed the RollKage wheels.  So the worm turns, I guess.

    But, in any event, hopefully Lo-Fi and his partners in crime can get 1.1 figured out and we'll eventually have some decent, functional wheels again. :)

    Later!  :D 

  22. 39 minutes ago, Greenfire32 said:

    I sure hope wheels and legs get fixed. Kinda pointless playing until I can safely land again...

    Good gravy, hallelujah, you surely do speak the truth, brother!!  Squad's wheels have ALWAYS sucked, but now with 1.1, they suck even MORE, which I wouldn't have believed to be possible until I saw it for myself.  Plus, now, the landing legs are broken now too!  Unbelievable...

    The only thing that actually works better for me now than in pre-1.1 is the Airplane/Spaceplane landing gear, it's actually halfway decent now.  It's still fugly (can you name an aircraft made in the last 50 YEARS - okay, OTHER than the A-10 Thunderbolt II, a.k.a. the "Warthog" - that has big bulging externally mounted landing gear pods?  No, you can't, because there are none!), they look all long and spindly when deployed, but at least the suspension works okay now.  That's 'okay', not 'great', or even 'well', because there's very little damping to the 'springs', so whenever I land the plane bounces a few times, but like I said, they do work better than before, so there's that.  But, since 1.1 FUBAR'd BahamutoD's Adjustable Landing Gear, and it doesn't look like that mod is going to be fixed or updated any time soon, they've all I've got now if I want to build a spaceplane.

    So, Squad, you really do need to have another go at making some good FLUSH-MOUNTING spaceplane landing gear, not the big bulging 1950's-era-prop-plane designs that you have now.  Oh, that and fixing the wheels and landing legs too, plus how about adding another half-dozen designs of BOTH of those things while you're at it, in all different sizes and designs and ground-clearances and such.  And by 'fix' I mean 'give them actual working SUSPENSION, that actually PROTECTS the rover and/or lander that they're attached to'.  :)

    My $0.02, fwiw.  :wink: 

  23. Okay, good to know that I'm not the only one having problems.  Very BAD to find out that there's no fix yet.  :( There's literally no way that my game would even come close to loading if I don't have some kind of texture management plugin running, and since my understanding is that the old 'Active Texture Management' mod doesn't work with KSP 1.1, my game is now unplayable. Crud! :mad:

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