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Lupi

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Posts posted by Lupi

  1. Just now, Buzz313th said:

    I do and I did think this is ShadowZone..   

     

    Buddy. there can be more than one person on the internet with "shadow" in their name, if you're gonna go after someone you may wanna make sure you have the right guy. i know at least two different Lupi's on the internet, if not more, and that's nowhere near as common of a permutation of latin as "shadow" is just a straight up English word.

     

    You have every right and reason to be upset at the fact this bug exists, but biting at other folks' ankles and being two  rings of a circus in the process ain't gonna help make your case.

  2. This has been one of my biggest sticking points ever since Shared Horizons and Breaking Ground came out around the same time, and they didn't just.... do this, in the first place!

     

    I'd posted about it before, but never really chased it down. Thanks for taking on one of my particular bugbears with the game! Now I can do my li'l OSIRIS-REx type missions, that my heart has been set on (and disappointed there was no reason to) since 2016 when I saw it up close!

  3. 3 hours ago, TheHallMonitor said:

    Idk if KSP 1 runs on the same engine as KSP 2, but the main problem with running a craft from Kerbal X on KSP 2 is that all the parts on KSP 1 are not on KSP 2. Those parts are not optimized to run on KSP 2 because they revamped  everything. Wings are procedural, fuel tanks arent the same, even pods are completely different. I understand that people are upset with how the game is currently running, but the devs have been very transparent with the fact that if you're not happy with it's current state to wait to buy or play the game. I mean, it's still a beta build. They pushed it to early access so they can optimize the game before it goes to full release.

    this person means the stock craft named the Kerbal X, not the craft sharing website ALSO named KerbalX

  4.  Maybe i'm looking at this too simply
    There's a diagram of the solar system (sun, moho, eve, kerbin (has the line under it for "we are here"), duna, dres, jool (big), eeloo)
    There's a rocket
    There's a kraken and its tentacles have lines going to that same rocket exploding

    the bottom half doesn't mean anything to me yet

     

    maybe it's showing a kerbal in suit vs without, that seems almost right? 

     

    i think it's cute, regardless

  5. I have been lightly miffed since the Shared Horizons update that we got comets added to the game in tribute to Rosetta, a robotic mission to a comet, and then were given no reason to do a robotic mission to a comet ourselves.  Even contracts to visit a comet require you to have a Kerbal present to do the sample experiment.

    I've been poking around in the API to try and figure stuff out, to see if it's as simple as making a modulemanager patch to give the asteroid/comet sample experiment to a Breaking Ground science arm, and so far I don't know enough to know what I'm looking for. I don't care  that the arms won't animate, I largely figured I'd apply it to them as they made the most sense. In BG, the point is to send them to collect samples instead of/in addition to a kerbal.

    Does anyone know what needs to be done to make that happen, or if it's even possible at all?

  6. 1 hour ago, dok_377 said:

    So, the drifting docking ports as well as drifting robotics will stay in the game forever. Lovely. 

    Docking ports start out with rotation locked by default, so that autostruts and everything will cross them as normal, restoring the old behavior and making the rotation/drift an opt-in thing.

  7. The inability to autostrut across docking ports has been causing lots of noodlerocket and noodlestation for any space constructions using them, in Not Good ways. I wouldn't call it a feature, much less a good one. 

     

    But as they've stated before, they're aware of it and working on it, so it'll come in 1.12.2, when that's ready. This was just an emergency patch because something was breaking the game.

  8. All good things, as they say! I don't think anyone could've dreamed of this back in 2011.

    Looks like KSP's really getting the best sendoff it could ask for in this final update, so many serious improvements to the game that really take things to the next level.

     

    Wishing y'all the best as you move on to KSP2, and wherever else you may go!

  9. I'm not sure if this goes in the main Waterfall thread or in this thread, but when I installed waterfall+this config pack, weird things started happening.

    On vessels I already had out in the world, some of my engines were getting unbound from their action groups, and nuclear engines were being given one of their shrouds on.

    I've long since recovered the two craft that had weird things happen with their Cheetah engines coming unbound, but I DO have a quicksave for the nuclear engine shroud.

    I'd encountered the shrouds reappearing ages ago when I experimented with ReStock, but this isn't behaving in the same way, at least not that I can see.

    Without waterfall+config:
    X73rEkE.png

    after installing it:
    ZJMwyF4.png

    the shroud can't be jettisoned, hitting the jettison button does nothing, and the savefile shows nothing amiss like it did with ReStock renaming the jettisoned bits

    https://drive.google.com/file/d/1oWof0Ha9WHTDn_u9aTwrTybtrIH7P_NE/view?usp=sharing

  10. From a lore perspective, there is almost no blood relation between the canon poodle, and this model,  other than being vacuum optimised rocket engines.

    Frankly, it looks like a monochrome Cheetah with a boattail.

     

    From a game design perspective, I can understand the argument for making it a variant, but I think it was not the correct decision.

    Especially if it gets the compact variant I would expect it to have. The community was not happy with the lack of variants on the mainsail and skipper as originally shown, requiring them to go back to the drawing board and perform surgery on the models to create those variants.

     

    If it gets a compact variant (which it should!!), it should absolutely be its own engine, in a tech tree node above the poodle, because it'll be clusterable in a way the Poodle, Skiff, Wolfhound... and really, no other high power vacuum engine is.

     

    Has anyone created a feedback item for this purpose on the bugtracker? If so, please link it. I have one in the subset of the tracker i'm in, but that's not a public section.

  11. 6 hours ago, -ctn- said:

    There is a way to "procedurally" create music, using modular synthesizers or restricting a random MIDI modifier, although I can't imagine a way it could be implemented in a game.

    I believe Portal 2 actually did this! I haven't had the time to mess with the mod yet, but i saw this comment and wanted to insert that fact. The Portal 2 soundtrack in game is modified somewhat procedurally, tracks layering in and out, advancing as you go through a chamber, if i recall correctly.

  12. 3 minutes ago, AlphaMensae said:

    And that brings up another change I did to the Large General Crew Arm: it now has crew capacity and an optional "transfer airlock" with a hatch that can be used to board a Kerbal, then transferred to a spacecraft inside a fairing. The current release Soyuz Gantry crew elevator also has this, as it was a simple addition, but the Large General Crew Arm has been changed and will change some more. :)  

    Oh yeah, that was the biggest thing that allowed this to work. That lil spaceplane on the runway in the last pic, Raptor, it launches in the fairing like you saw there. I even made sure to have the crew arm line up with its top hatch (the inline docking port) on the pad even though you cant see that.

  13. 6 minutes ago, AlphaMensae said:

    @Lupihas made one for his Atlas V-ish Dyno booster.

    ojaOxLm.png

    zt9EFJd.jpg 

    PEng8Jh.jpg 

    The elevator extension pieces, whatever they're properly called, were the biggest part of making this work. They're apparently coming soon, I'm on a dev version because I was the one who kept requesting them so I could do this. The rest is a bunch of kitbashing, like i used the small crew elevator pieces to create the sorta "roof" for the arm in the retracted position, the medium uh... i forget what that is, i think it's one of the tall sections of just service tower, to complement the elevator tower and make it thicker, et cetera. it took inspiration from the sheer wonkiness of the starliner tower but I wouldn't begin to know how to recreate the thing proper, as I don't have a starliner. My save is spaceplane based, there's a little lifting body vehicle in the fairing.

    X8Jnnk6.jpg

     

  14. 9 hours ago, ssd21345 said:

    most case such recompile or "community fix" posted in the comment of the thread, which causes less user complaints to original modders(because by its nature it would be hard to find after a flood of replies so only a person who bother to read can find it later on) thus more acceptable along modders 

    Exactly. You generally don't go out and make a thread of your own for this, it's best practice to contribute in the thread of the mod(s) in question. I think that's what people do for forks of KER and such.

  15. Just now, zer0Kerbal said:

    we are. I just only pop around the corner into discord periodically.

    from what I am seeing - it is additive to, so if a mod adds 2 experience points to a kerbal through  ProtoCrewMember.ExtraExperience and the kerbal already has 1 point from flying on Kerbin - then they are added together and the kerbal in question would have 3 points total, and therefor be qualified for level 1. I say qualified for level 1 because I don't know if they would immediately level - depends upon the game settings and mod implementation I guess.

    Yes, this means a kerbal could have more than 64 total experience needed for level 5, they already could. Another mod (beyond me at this point) would be 'Level6' :o:o:o:P:cool:

    That seems right, i had a bunch of rescue kerbals i sent to that base who said they were 1-star, but it required me to train them to 1-star anyway, and then it let me start training towards 2-star. 

  16. Just now, zer0Kerbal said:

    It might, and depending upon my skill level, and the difficulty - yes, it is probably possible. Suggest adding a feature request to the github repo for Field Training Facility.

    I know it would also be possible* to add an alarm to KAC (if installed) and to be able to turn on/off training for individual kerbals in the FTL.

    * possible doesn't mean it will happen

    *thinking* and will get back to you after a brief message from our employers... :P and more Jeb's Coffee.

    Yeah don't worry, i don't really have any expectation, i'm throwing ideas out mostly! I'm happy as is, and knowing that it's about experience points (i didn't before) helps solve a lot of those problems, now that i can sorta do the math myself!

  17. Oh, so that's just a stock system! I didn't realize! 

    Does the over-time component have the ability to display "how long until they level up?"

    for example, if i wanted to be able to plug that into kerbal alarm clock or anything? I've just been quicksaving, timewarping, writing down the date, and quickloading back.

    Or wait, is it just [given time value in the config to fully train]/64 to determine time per point, and then i can do the math from there?
    (so, 9201600/64 = 143775, then multiply that by the difference in points between xp levels, so 2-3 would be 862650)

     

    Would it make sense in the mod setup to allow people to adjust it as "time per point" instead of "time to get all 64 points," on that note

  18. I'd like to remind everyone what happened the last time (that i remember) that folk started treating modders like garbo, ignoring their wishes, and putting themselves first.

    CKAN used to be brats about indexing mods as long as they had a license that allowed it. They hid behind this "well technically it's legal to do this, and The Users Come First" attitude, never pausing to have even an ounce of respect for the creators of the content they were peddling.

    A lot of mods went ARR. Like, a lot of them. Which, as i remember at the time, they also pointed out legally also might not have stopped them.

     

    It took Sarbian getting the ear of one of CKAN's more sympathetic maintainers at the time, and getting them to de-list modulemanager, y'know, the backbone of so many mods, to make them listen. Because i forget but like doesn't CKAN only show mods it has the dependencies for? And modulemanager was (and is) a dependency for everything. it basically made CKAN  all but useless and forced them to actually look past themselves for a second.

    I was a purestock player back then, and even I remember how bad it was for the community.

     

    Wheaton's law, my dudes. Y'all waited several months for a game studio backed by a major publisher to put out 1.8, you can wait a little longer for the freelance individual to put out the addon you like. The alternative is that addon possibly ceasing to exist, and ceasing to exist in a way that means NOBODY can pick it up again.

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