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Kerbonautical

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Everything posted by Kerbonautical

  1. True, I was more thinking of a strict .24 nerfing policy to temporarily assist with the strain, but you're right, the internet doesn't take no for an answer. Also as the other guy said it's not going to stop the refreshing either. Genuinely interested now as to what options KasperVLD has at his disposal, it's been a long time since I've thought about website backend stuff and never had to delve into easing server strain. (not that we sucked that bad, just wasn't my role)
  2. I hate to suggest it, but wouldn't the only real viable solution short of cutting off smaller areas of the forums temporarily or adding servers be to nuke the .24 hype threads? Of course that's not exactly an ideal solution and may raise concern among a small group perhaps, but I can't really think of much else that could be done? Though saying that I was never the admin for a site and never had to deal with that end short of talking with the guy that did. Edit: Agreed about the hype. I've certainly not seen the forum this hyped in my time here, but it's the stepping stone to the finished build. There's a lot of important stuff that contribute to the end goal in this update, so naturally people are excited. I'm sure there's people here who have been waiting for these features since way back when KSP was free.
  3. It's considerably easier in the server load. I don't think the mods are here to exact a 'no fun allowed' attitude to those who are excited, just to try and prevent the 502's.
  4. Oh yeah I don't mean the version itself is, but that we probably won't have an actual separate directory for them. The x64 directory I'm guessing is something they used to test the stability and used a separate directory so the issues could be isolated as a definite x64 issue, dunno if that would help them but it's about the only reason I can figure they had it there in the first place. Basically it means we won't have an extra 700+mb to download unless that folder randomly refills itself between now and public release.
  5. KSP x64 exe for PC is a cake! The folder claims to have 700+Mb of data but the actual folder contains no files. I'm rather confused personally.
  6. Probably but there may be more to be found in there. We wouldn't have known the PC x64 executable came in it's own separate pack if we hadn't looked at the databse. I get the feeling that may be merged into the single 1.5xgb download when it goes public, but for now it remains in the latest experimental update.
  7. Just a quick update. Steamdb updated again one minute ago in case anyone wants to try dig and see what;s in there.
  8. Ah gotcha. Pity we don't have some way of having these loose ETA guidelines a bit more instantly visible! Some sort of extra tool on the forums that displays a small portion of posts from the devs and mods only would help keeping up with this stuff. It would make a great little info feed for the homepage too. Now to debate what to play in the meantime. Really hope that it falls before the Destiny Beta though as I don't think I'll have time to get into both and KSP will have to sit on the sidelines for week or two.
  9. You know the Steam database for KSP was updated about 12 hours ago so either the experimental build is up for those with the secret password or .24 is ready to go and we're just waiting on the invisible timer. Wish I could see a bit more about the build on the database. Edit: by looking a bit deeper it appears to be the experimentals that were added. Hopefully this won't mean that the first experimental video was released ahead of time and that the build isn't too far off being in our hands. The temptation to repeatedly hammer F5 on Steamdb is tempting though. Oh and by the way there is an x86 executable in there. Dunno if it's new but I've never found one for KSP before.
  10. That....makes no sense. Sorry but if you're a football fan and you plan your life around matches, well then I guess you don't deserve football. Plus, hate to do this but I'm calling it out, this guy made a thread about release dates for updates. I don't really see where this encouraged you to come in and tell somebody what they do or don't deserve. I also don't see where you gained the right to tell somebody what they deserve, but while your at it, I guess I will add in my opinion that you don't deserve to the right to post on the forums since you feel that you are now the decider of what people should be entitled to.
  11. This just leaves me even more confused. I mean we're the already hooked fanbase, there's no need to advertise it to us, so surely when the media receive their copies there's nothing stopping Squad from releasing to the playerbase too. Realistically we're going to add to the media campaign of the new release with all the videos and screenshots everybody will start spreading throughout the web. I guess my question is, if it's ready to go then what's the point of holding it back?
  12. You know, I had a creeping feeling that 64-bit support for Unity 5 was not exactly what people were expecting. Of course having the editor running in 64-bit is a nice bonus for the devs, but as you said, Unity has been working with 64-bit for a while when it comes to compiling and the results have always been less than ideal. They've also had requests for the feature on their forums countless times in the past few years (even saw Harvester bring it up on there) and as of yet the call has not been answered. Personally I don't expect it to be corrected with Unity 5 as I'm not sure they actually know how to go about it, though neither would I. With that said though the game engine industry is becoming rather crowded and the relevance of Unity will begin to plummet in time if they cannot get 64-bit working, so it SHOULD be something they are always working towards, whether it is or not is a different question. I will say however I am following a number of titles which are in early development on Unity and good few of them are running into additional complications because of this brick wall. Not to mention how wide-spread multi-threaded tech is in the consumers hands now. Unity may not compile in 64-bit successfully in its next iteration, however I do personally believe that it needs to be a fundamental goal for the near future.
  13. I never said that, I said the complete opposite in fact. I thought it was pretty clear that I've really enjoyed my time so far and that I'm a passionate fan. That however doesn't mean that should have no opinion of future directions. Realistically when early-access first started showing up in the market we were sold it under the impression we would be helping to craft the direction of the game with our feedback anyway, however this premise has started to fade from almost all early access projects, so I won't try and pretend that Squad are the only ones who have overridden the community's wishes in the past. Of course they are the devs and have the right to do so. And I only paid 7.99 back then, so it's an even better deal. Still paid 20 for a copy for my friend though. Both of us have clocked enough play time to warrant the prices.
  14. Thanks for the responses here guys, I was really a bit worried that my post my come off the wrong way. I do hope that the .24 update will fill the gaps for me and give me enough reason to clock up at least another 100 hours. I also am a big fan of many of the mods on here and certainly do look forward to seeing how much further I can take that with 64-bit support. I'm not entirely sure of how the support will work yet, and whether it just opens up more RAM or will open up access to multi-threading of my processor. Unfortunately without multi-threading support I can't really push it much further as I'm being held back by visuals at this point rather than RAM. Luckily I've been away from the game for at least a month as I've been spending some time with other games, alpha's and cleaning up on some of those games picked up on the steam sale (congrats to KSP for being in the featured list again by the way, hopefully it provided a similar boost as last years sale) so I have a bit of time between my last session and the updates which might be enough to bring me back in for a while with .24. However the idea of adding one small bit of revamped/new content in with each update is fantastic I think. I know some planets etc will be reworked and if they were trickling down in the updates I'd definitely feel inclined to come back just to explore them! I appreciate the work the devs are putting in and know that a focus is incredibly good for keeping your schedule tight. But perhaps if small changes to the locations, or even additions from previous plans were already being added step by step maybe the teams who tested .24 before wouldn't have felt the content was lacking and in need of delaying the update to add contracts. It would certainly give the impression of there being more content per update even if it wasn't strictly true beneath the surface. Of course I have no idea how awkward it could be on the team, but I imagine dividing the teams and their work further than needed would complicate things too. After all there has to be a reason Squad are following the current pattern since we have had updates in the past that added visual flare to the Mun etc while focusing on other aspects. Can't help but wish though.
  15. I've been around for a year now, kicking about playing KSP as and when I can and having racked up over 300 hours I certainly feel I got my moneys worth already. However, it has occurred to me that despite having a lot of fun along the way, KSP doesn't feel like it's made much progress in the year I've been here. I've seen the introduction of flags, a reskinned Mun and the science aspect, which currently remains underwhelming without a full system to utilize it. I don't want it seem that I have any problem with the devs methods, I understand they are a small team, but they're also not the only ones. Out of the many Early Access games I have played KSP is one of the slowest progressing, even for a small studio. Eeloo still stands alone, features that excited me have been signed off for other features which are still so far on the horizon nobody can see them. I guess my point is the further development goes the further I have lost sight of what KSP aims to be or do. As of right now the coming features will evolve it into KSP with tycoon elements, but outside of money and challenges, what new stuff will there be? I've hit the point personally where it's not even a matter of having grown bored of the game, I still love it, I just don't know where the game is even going at this point. If simply adding money and missions along with a few tweaks to things like aerodynamics will be the end of the road then I think that my time to part ways with the game is coming unfortunately. The roadmap for the future seems bleak and empty, outside of finance and multiplayer, there is little to look forward to for the backers who do not see interest in the career path. I'm aware this update is clearly not for me, and I will probably be skipping it and waiting for the christmas update (they're becoming spread thin recently too) but my question is, do I have anything to look forward to anymore? What's next for KSP? My time spent in the forums is dwindling as it is in game, the broadcasters who do KSP shows I watch are beginning to wind down on the KSP focus and my plans to build a massive infrastructure have gone out the window as I just don't feel I know where the game is going from here. So does anyone who does still frequent the forum have any idea what's next? I don't want to 'burn out' on KSP, but recently I can't force myself to play it as all my saves get wiped, wondering whether they fit with the future focus of the game. I still get excited thinking about playing it, but my excitement stems from thinking about what I may be playing one day. I don't even know if that's coming. Personally I don't even know whether to expect a second gas planet to fit into Eeloo's spot anymore, I kinda get the feeling it will be the way it is now come launch. If you can give me some hope, please do, because I'm a huge fan struggling to retain interest in these past few weeks. I don't want to be done with this game before it's even finished.
  16. Now this probably seems a little out of place on here but let me explain why I chose the Kerbal forums to ask first of all. Basically, without the KSP forums I never would have taken the plunge to actually start learning this stuff, everyone here has provided me with extremely useful info on KSP and where to start with adding my own parts to the game. So first off, thanks for being the most awesome community I've ever encountered on the net. But what I need to know, is where can I go for a similar community focused on learning blender? I recently discovered Blender Artists however the forum seems to be infrequently used, and to be honest I'm not sure people have the time to answer the questions that are stopping me in my tracks since most people on there are far from absolute beginners. Does anyone know of a community that are regularly active? I should clarify the particular issue I'm having is unrelated to anything I'm making for KSP so I didn't think it would be right to actually directly ask for the solution to my problem here, instead I felt it would be more appropriate to ask for some pointers on good communities to join whilst I continue to learn the tools. However, on the off chance that anyone does know the answer I will leave a small description of my issue here, but specifically I'm looking for a better place to take my blender related issues. I am using a large cube as an activator to pass over an object which I'm using cell fracture on, The action of the box is perfect prior to simulation, and I have the game logic wired up for the action to behave correctly during simulation. However despite all this when simulated the box begins animating correctly and then skips to the final scene of it's animation in a single frame upon contact with the object using cell fracture, whereas it should pass evenly through it activating parts one by one. I have the shards from cell fracture set to a collision sensor and detecting specifically the material of the activator. The activator itself is set to rigid body, with actor and ghost enabled, with the collision bounds set to box. Both the objects are in separate layers. I have tried dropping the physics substeps but to no avail so it doesn't seem to be a performance related problem. Just in case there is anyone around who knows the solution.
  17. Great to see this in the releases thread! Can't wait to get back to my main PC an get it downloaded!
  18. A little while ago I started a thread to get some feedback on how to get into making mods, and despite initially having a stronger interest in programming it seems that I adapt to modelling instead a lot better, Perhaps because the UI is in some ways comparable to a DAW (Digital Audio Workstation) which I'm reasonably familiar with, so is not instantly overwhelming. What I want though is some pointers for a real beginner of ZERO knowledge. I have a VERY basic understanding of the correlations of tri's to performance and realise that a good aim would be to always minimize vertices while retaining the aesthetic goal. Outside of that I'm a fish out of water and ready to learn! The main info I'm looking for is of course anything relevant to modding for KSP. I have the latest version of Blender right now, is this the right tool for the job? I also have the free version of Unity, is this capable or do I need to invest in the full version before I can get anything into the game? How much of the process will be done on Blender and how much on Unity (at what point do I need to switch over)? Is there anything I need to do before getting started with either Blender or Unity to make sure it will work with KSP when the time comes? Of course I will be watching many tutorials for both but figured it would be a good idea to ask here for some good starting advice that's relevant to the particular game I'm aiming to mod. One final request as well, if you can think of anything that could possibly be a solution to a problem I may likely run into in the future throw in any bullet point solutions you can. I will add them to a text document to refer to whenever I hit the wall. This seemed like a good way to gather some solutions without regularly pestering people for pointers. Cheers in advance for any help you can give!
  19. As a heads up, I had similar bug when using another mod, I think it was the Habitat Pack mod by Porkjet. Basically, it was completely unrelated to the actual mod and was a conflict of some sort stemming from module manager. I know this may sound silly but just do a search on your GameData folder for ModuleManager. The last time I had this happen it was because another mod had a module manager file inside of its folder, not in the actual GameData folder (not Porkjets, I was on a mod installing spree at the time) so wasn't immediately easy to spot. It could be as simple as that, it certainly sounds extremely similar to the behaviour I experienced.
  20. First time with this mod here, doesn't seem to be working for me though. When I add the wing to a ship it just stays at the same length and doesn't shape itself at all. I figured maybe I need to do this from the right click menu but the only options were root and tip thickness. I also tried the R, T, G + mouseover controls and nothing happened. I'm using B9 as my only other mod for planes and the only other thing I could think of that may be conflicting is the new Tweakscale plugin. Any ideas how I can get this up and running? I'd really like use this instead for wings and remove as many other wings from my inventory as possible.
  21. Oh ok, Mk 3 makes more sense then but I really thought the HL to MK4 adapter would have had some mention of TouhouTorpedo's parts in the description, either that or it did and I've had a rather stupid moment. Either way, I guess for now I'll probably just keep it kicking around to see what comes with D12 and if it will give me a new use for it. Other than that I may just wipe it, I'm recently being pretty careful in adding new parts as my list is already bloated like crazy so I'm mostly going for ones that support the new tweak scale options. Thanks for explaining, that had been confusing me for a while now.
  22. Sorry it's taken me ages to get a chance to get near my PC again. I'm going through the B9 parts list now and here's some of the parts I've failed to find a use for and maybe a couple of parts that would have made a nice addition. First as Falken mentioned the lack of any large cockpit to fit the HL series, but it seems you have that covered. Another part I found no use for is the Hl to Mk4 adapter, I mean I can't find any Mk 4 parts, or even any Mk3 parts. It just seems like an adapter to nothing. A part I wish existed was some sort of short length adapter for the Mk2 series engines. The only engine adapter requires 2 engines by default and is huge in lenght, it really limits what engines you can sensibly use without them hitting the runway. The only sensible way I can use the Mk2 seems to be to shove the engine directly onto the back with no adapter, it work, but it could look a lot better with an actual adapter. These are the only parts I can find right now but if I stumble on any more I'll add them to the post
  23. Download the mod. Delete everything but texture replacer. Open it and look for the mod named squad. Keep that and delete all of the kerbal outfita and galaxy/planet textures
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