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Bloody_looser

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Posts posted by Bloody_looser

  1. 3 hours ago, StylusHead said:

    kept the paneling based on the parts that usually go attached to those nosecones

    Usually go attached, huh?That's not a thing in KSP.

    That baby would look bad with any of the new nosecones.

    VyKqEjE.jpg

    Not that I'm firmly opposed to the revamped cones, just keep the old ones as well. They are even decently made (it's Porkjet after all)  - unlike the majority of the parts undergoing revamp.

  2. 5 hours ago, IgorZ said:

    The new suites have different models. So the old object names won't work. The KIS Props mod needs to be changed to look for the proper names. However, there can be issues with the old suites :(  I'll look into this mod when I have spare time to figure out if/how this can be fixed.

    After directly referencing the bn_upperJaw01 bone via debug for the props, they equipped properly on the female kerbal in the new suit. For male kerbals they work as is. Kinda strange. :)

    The mod describes the parts in such fashion.

       MODULE
        {
            name = ModuleKISItem
            shortcutKeyAction = equip
            equipRemoveHelmet = false
            volumeOverride = 1
            equipable = true
            equipSlot = head
            equipMode = part
            useName = use
            equipMeshName = eyeballLeft
            equipBoneName = bn_upperJaw01
            equipPos = (-0.05, 0.215, 0)
            equipDir = (0, 90, 0)

    }

  3. Hi, @IgorZ

    I've run into an issue while using the glorious Kerbal Hacks KIS addon. When trying to equip anything head-related (like glasses, headset etc.) on female Kerbals, sporting the new suit, KSP throws in log 'Error: evaTransform not found' and nothing happens. With the old suit everything works as designed. Hand-held items work with both suits. For male Kerbals everything works with both suits as well.

  4. 5 hours ago, 5thHorseman said:

    Awww why? Was it causing a problem? I know I've successfully done some pretty slick EVA shenanigans because of maneuver nodes.

     

    5 hours ago, GregroxMun said:

    wwwwWWHHHAAT? Are you sure that's wise?

    What if introduction of the EVA navball itself was also a bug in the first place? :o

  5. 1 hour ago, Zeiss Ikon said:

    It just occurred to me -- perhaps @T.C. is a troll.  Look at the long, contentious thread this started...

    Nah, that's not long. The very best inflammatory topics used to get tens of pages in a day.

    Lack of any explanation for the point, made by the OP, however, makes me suspect the same. :)

  6. On 2/19/2017 at 5:04 AM, JonathanPerregaux said:

    I have to be a jerk and ask: With all the effort at building localization, isn't it a "problem" that all our favorite mods will likely remain in English?

    Stay on the English version then. Problem solved. :wink:

    I see another issue here, since localization stuff might even lead to emergence of non-English only mods. :D

     

    I don't get all the hassle with the localization though. There's too little meaningful text in KSP - contracts' description doesn't make sense anyway, strategies are a joke, part descriptions are irrelevant. The only stuff that actually matters is a handful of spacey terms and figures. Figures are kinda like digits and quite universal by themselves, while learning a dozen of terms can't hurt anyone.

    The localization actually might be a sort of a PR stunt to boost some regional sales. As a guy from a non-English speaking country I personally know a handful of dudes who upon stumbling on a non-localized game go all like "Hurrdurr, this game is in English only, they don't respect us, I'm not paying for it." And use it as an excuse to pirate the game and play it with some sort of half-baked pirate localization. Or even without one. But it's highly unlikely that such people would actually buy the game if it ever gets localised, so such PR stunt might go in vain.

     

    Anyway, localization is up to SQUAD, but strictly IMO it's a waste of time, since it could help, in terms of playability and sales, some text-rich game, but that's not the case.

     

  7. Many ITT are badmouthing Flying Tiger, that's not fair. FT should get some credit.

     

    When SQUAD announced making ports for console, the community was really sceptical about it. While some were outright hostile, waving around "PCmasterrace" agenda, and others expected an outright fraud, the majority was sceptical about the very possibility of porting KSP to consoles. The modern consoles are nothing more than a really average PC with restrictions and licensing, and such a complex resource-hungry (and not very optimized) game like KSP is not the simplest stuff to port.

     

    So, KSP console port was expected to fail and fail miserably. Flying Tiger however managed to pull off the port kinda well.

    Yes, the port failed as expected, but in a good way. A couple of game breaking bugs is really far from the expected full-blown disaster.

  8. I like the upgrade feature, hopefully it'll make into stock. It'll definitely add depth for building craft series and generations.

     

    Since it's tied to .craft file, there's no problem with craft-sharing too.

    Some decals (like a letter in the model number or smth) for upgraded engines would be nice though, to cut the guesswork on the screenshot - whether it's a simple LVN or 'Legendary LVN of Mighty Thrust'.  :)

     

     

  9. 9 minutes ago, Matchlight said:

    Ok, i'm having an issue... So whatever i attach to the winches don't seem to register but the little part of the winch that is supposed to go down lowers, but whatever i attach to that part doesn't lower. This is super frustrating please help.

    Try asking in this thread, current one is a bit too old.

     

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