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Kobymaru

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Everything posted by Kobymaru

  1. Regular supplies are for staying alive, colony supplies are for staying happy. So Supplies are basic life support (green algae sludge for nutrition), while Colony supplies (USB sticks with Disco music) extend your hab time.
  2. Best case scenario would be a tweakable or a seperate part so you people choose. I have to admit that disappearing parts and shifting ships are somewhat counterintuitive compared to a rest part. But I do agree that "clean" welding should be an option too.
  3. In my time zone, it's friday. I want my devnotes, STAT!
  4. I believe a "vessel" is basically any part that you recover. Doesn't even have to be controllable or anything.
  5. Also, have you tried putting something between the heat shield and the probe core? The protected zone is a cone, so you might have luck if you move the wider parts further away from the shield. Of course, that might introduce other (flipping) problems.
  6. Hahaha, unprofessional? What do you think this is, Serious Space Simulator 2016? SAP-Business-Application 4.0? What do you think sarbian is, a paid programming slave? This is Kerbal Space Program, a silly game about silly little green men, doing their silliest to get into space. Relax a bit, drink a beer while playing and appreciate that mod authors are humans (it seems that you need a reminder) that sometimes have a sense of humor. Reading between the lines, it does seem that this is indeed what people are asking for the most
  7. Ok, then how is the antihydrogen stored? As soon as antimatter (wether its positrons or anti-protons or antihydrogen) touches *any* matter, they annihilate. There cannot ever be such a thing as an antimatter containment bottle. Conceptually. The only conceivable way to store antimatter it is in a magnetic or electric field, but that only works for charged particles. He talks a lot about his magic antimatter containment bottle in this article: http://www.centauri-dreams.org/?p=36511 , but nowhere does it say how it actually works. Either this is a scam, or the author is highly delusional. I lean towards the former.
  8. If a perfect rope isn't possible, what about a chain (that looks like a rope)? But yes, completion is more important of course.
  9. You have to specify exactly which directories in your ZIP file should be installed to the users GameData. If you don't include CCK in that, but instead add it as a dependency then it should be fine.
  10. Really cool! Do you intend to make a somewhat Physical "rope"? I mean, will it have colliders and wrap around stuff if you're not careful? If I'm not mistaken, the old implementation of the winch rope was a straight line from winch to connector, and only the connector had colliders and mass.
  11. Hi! Since Youen tends to be a busy man, I recompiled the Mod for KSP 1.2. Please download from here, until Youen comes back and fixes everything: https://github.com/fat-lobyte/KSPTrajectories/releases/download/v1.6.3-Kobymaru1/Trajectories-1.2fixed-Kobymaru.zip Changelog: NOTHING except KSP 1.2 compatibility. All old bugs are still there. I tested it only a little bit, precision is not 100% perfect - but seems to be working for the most part. Please test and report bugs here.
  12. Just a side note: If I understand correctly, some people *do* want the Mod-Basket approach. However, I think that it's much better to add the Manufacturer to the part, so that players can use the in-game filters to find the parts they need (I believe that that's how SQUAD intended it?). For example, it seems that when I look through the Manufacturers option in the part filters, only the FTT parts show up under "Umbra Space Industries" manufacturer. Maybe the rest of the parts should end up there too? Anyway, the point is that if people want "Mod-Basket" categories, they can use the manufacturer filter.
  13. Ah, I see, I thought it was a config file somewhere. Well, if that is the case, in the future the category would be created in this Community Category Kit I guess.
  14. Ok, I understand. Is it currently possible to do so? Because the positioning can be tweaked as well, and after a few Edit-Quickload cycles, it might not be perfect but acceptable. With your editor it's definitely easier than doing it by hand. Ok, I will use his tool for the time being. Great, I'm looking forward to it BTW, is your tool 1.2-compatible? I guess the syntax shouldn't have changed, only the contents of the persistence/quicksave files, am I correct? Thanks for your great work!
  15. Then the fictional "Konstruction" category is filled only with parts from KIS/KAS, which is better than having them all in utility, IMHO. If that's possible, that would be perfect.
  16. @IgorZ, @RoverDude : USI has now a "Konstruction" category that has cranes and forklifts and such. Maybe this fits well with KAS winches/magnets/hooks/ports? @Angel-125: I think the basic idea is to share a common set of categories, so that the users don't get the same/similar category from 3 different mods. In your case: DSEV parts can go in the same category with parts from RoverDudes FTT Pathfinder parts can go in the same category with parts from @Nils277's KBPS, and RoverDudes Buffalo seems to be a rover, so it should go together with Nils277's Rovers and RoverDudes Malemute/Karibou Snacks! parts are life support, so they should go in a "Life Support" category with all the other mods parts I'm not sure the MOLE parts would fit in a specific category. Maybe it's better to sprinkle the parts across other categories, but group them by the "Manufacturer"? I really love the effort guys! Anything to declutter "Utility" is very much appreciated between players.
  17. Thanks for the link, but I read that differently. Fluent spanish is a requirement for "The ideal candidate". Those job listings often contain a wishlist of all that the company desires, not hard requirements. So given two equally qualified candidates, spanish speakers will be preferred. That does not mean that they won't hire an excellent gun if they don't speak spanish.
  18. That's just nonsense. There are still devs on the Team that don't speak spanish.
  19. Rumor has it, he got a better offer at a different company, but I wouldn't put too much credibility on rumors. Also, please don't start the devs-leaving discussion again.
  20. This used to be true way, way back in the day, but nowadays "Physicsless" parts still have drag. Pretty easy way to test, though! Also, the definition of Physicsless has been getting more and more peculiar.
  21. Hey, @Mythos! I have seen that there are disabled GUI elements for Part removal, but the removal itself is not yet implemented. It turns out that @Chris.Deadmanhas just that: a Part Remover Mod with only a CLI. His code is licensed as MIT, so it's free to use. Would you consider Stealing the Part removal code from him, and integrating it in your awesome Tool? https://github.com/ChrisDeadman/KSPPartRemover
  22. How do people make these short Gifs of KSP gameplay? What do you use for capture, what do you use for converting?
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