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Acea

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Posts posted by Acea

  1. Not really sure how this kind of issue made it into so many releases before being figured out.

    Happy to see it getting resolved so quickly though. I can start playing again and looking foward to future updates with more contents (especially the official modloader so I and my team could really start working).

  2. On 1/1/2021 at 6:55 PM, SynX said:

    Not much activities lately. Is this much hyped mod halted?

    FreeThinker (KSPIE administrator) said yesturday :"regarding Universal Fleet Solution, I kind of feared this would happen as most single developer ambitious project tend stall when not releasing anything for a long time. Developers tend to lose interest over times, burnup or get significant changes in their real life."

    Lets hope Kerwis is a strong team, and this situation doesn't happen.

    We were captured by lots of complex issues during early 2020, mostly by the pandemic. A bunch of normal things, like upgrading hardware, became quite troublesome. 

    Our core members accepted a few commercial CG projects last year, aiming to build new PCs (Ryzen 3 was too sweet to ignore), which caused the project being halted for a while. But recently, to be more precisely, by April we would have more free time to work on UFS again.

    Thanks to all of you for your patience. Our recent goal is to release this mod earlier , hopefully before KSP2.

  3. 不要翻译log,这完全无益于解决问题。

    也不要主观描述和推断自己出了什么问题,除非你确实有证据。

    更不要大量使用感叹号和有人吗这样的提问,这样除了让自己看起来很丢人毫无用处。

    请提供足以令人判断问题所在的,你能掌握的所有客观信息,尤其是包含有效信息的截图或录像。

     

    配套推荐阅读:https://learnku.com/laravel/t/2396/wisdom-of-asking-questions-chinese-version

  4. On 9/4/2020 at 4:51 PM, MedinC said:

    尊敬的管理员:

    这是一句歌词,您的翻译不能准确表达歌词中的情感。

    我拥有在任何地方使用我自己的语言并且不提供任何翻译的权利。

    《坎巴拉太空计划》有中文版本,使用游戏支持的语言在游戏论坛上讨论不应受到任何限制,包括管理员对内容进行作者不希望的修改。

    计算机不能显示不应成为压迫英语以外语言使用的理由,因为绝大部分现代计算机不存在这种问题。

    这是一种种族歧视,并且我拒绝为这段话提供翻译,我只会在我想说英语时才说英语。

    望知悉。

    Discrimination cannot be applied to such situation, in which one doesn't seem to show any respect to the rules or commonly followed principles.

    You can choose not to use the forum or any community service if you do not like the rules, being rude and disrespectful would never make oneself look even a bit wiser.

    Best regards.

  5. On 5/28/2020 at 10:08 PM, AllenLi said:

    @Acea就你一个中国Moderator吗?

    题外话:作为一名初一学生,觉得这里的英语挺好懂啊,所以来这儿啦,来看坎吧小吧在这里的地位…

    目前来说就我一个。平时都在整mod,也没空管这边。

  6. Update May. 9:

     

    On 4/13/2020 at 8:39 AM, SynX said:

    Actually for a massive mod like this, it’s certain to take a long time (already a year and half since first announcement). Since I found out that command and structural parts , as well as various FTL propulsion and energy shields have already been made for quite a while... Releasing after everything is done, it will be quite overwhelming both for the developer (Kerwis) and players... So I suggest it might be a good idea to release the structural components and conventional engines first, then add these fancy FTL methods and exciting weaponry later... 

    I got this idea from the development of KSPIE, which is another massive mod, composed of many components. I believe many things are gradually added after initial realease, in fact there are still people actively contributing, like me. Furthermore for players, introducing some parts most important  to ship design (such as structural components) first, then gradually adding other fancy stuff, like cool sci fi weaponry that other mods lacks (for example KTech, only introduced kinetic and energy weapons, and many of these energy weapons deals virtually no damage) that might give both players a motivation to make it better, thus “making this project great”

    Actually there're a few things we consider as fundamental elements for UFS: Reactors, FTL and structural parts.

    These components are critical for our concept, without which we cannot say our mod is ready to be released. This would certainly cost some time, but it'll surely be worth it.

  7. On 1/23/2020 at 4:31 PM, P4R4M3D1C said:

    I will admit, I adore this.
    Just a question, will there be cargo bays to deploy smaller craft from?

    That is always on the list.

    21 hours ago, SynX said:

    Wow, this is what I'm waiting for since I got the game. However, I think adding a few powerful sublight fusion propulsion devices, with a huge beam of plasma as exhaust, and which will allow the ship to accelerate exceeding 100 Gs will be more than awesome (and the ship shouldn't fall apart in this situation) Also, for the weaponary part, an existing mod called KTech might offer some good ideas (Although I think that mod still requires some improvement) Last, I hope most of the parts can be compatible with Tweakscale to allow constructs of different sizes, which BDA and other weaponary mods lacks.

    Fusion propulsion is a thing. You can see that we've made a plasma thruster, which unfortunately is not designed for reaching like 100 Gs, but it will be there.

    For weapons we have a complete list of what to do, and what styles would fit our brand new ships better. Thx for your advice.

  8. On 8/11/2019 at 6:58 AM, Some random person said:

    How are the engines gonna work? What fuel will they burn, and how much thrust and ISP will they have? What about heat output?

    Current engines would be fusion-plasma driven and will have an extremely high ISP, near the level of a torchship.

    Heat output on the other hand will be relatively low, due to the fact that most of the heat was generated by the fusion reactor itself, not the engines.

  9. 7 hours ago, zero-gravity-space said:

    Could you make it  possible to toggle shields to go down after taking a certain number of hits and make shields compatible with BDA weapons? Also great job on the mod so far can't wait till it comes out.

    You know what? This was our first priority when we planned the shield functions. It's fully compatible with stock and BDA weapons, and would have almost all features that you can imagine.

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