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Nuke

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Everything posted by Nuke

  1. just finished up the 0.20 compatibility fix. added a few more structural parts (new lattice system). fixed a whole pile of bugs. re-exported everything with the newest part tools and unity 4. textures are all png now so if you dont like em you can change 'em. waiting on the space port. i guess il upload it to google drive for now.
  2. while sitting on my mod waiting for a sound fix to rear itself, i made use of the multi-part-per-file system and added larger versions of my more useful structural widgets to the mod, which has the added bonus of giving players additional options without adding expensive textures and models to the game database. of course now you have two identical parts and only the mouseover text to tell you any different. now im thinking it might be cool to make a fuel tank and have different versions of it with different fuels, but reusing the textures. for example give the tanks emmission maps for decals to identify their contents, and then just tweak the emmission color from unity and output a new model (but reuse the same textures). what would be even better is to be able to set the emmission color in the cfg, then one model and one set of textures will suffice for several different parts.
  3. i think im just gonna disable the sounds in my mod for now, until this gets fixed. im calling this a bug (or an oversight) that will probibly be fixed in 0.20.1. it either didnt get implemented in the new system, or it did and the implementation didnt work, or it did work and there is something we need to do that we dont know about. really dont want to have to support sound effects with a plugin, especially since i only have one custom sound in my entire mod, and really dont want to use plugins at this time.
  4. i also noticed that if your mod pack has example craft, they need to go under the main KSProot\ships (eg. 'ksproot\ships\*vab or sph*\*.craft') . i tried creating one under my mod folder in game data but they didnt get loaded. seems this would be a nice way to keep things tidy, i forsee a horrily malformed ships dir in the future. of course if there is a way to have mod dir local ships, please let me know. i wanted to roll this mod out before i went to bed, but it looks like its gonna have to wait, sun is coming up.
  5. was rolling out an updated version of my mod pack. im having the same problem. ive got all the scaling bugs fixed, everythings in a PART{}, new directory structure is set up. and this is the only thing holding me up ive tried sound fx defs with and without the .wav extension. ive also tried copying the heirarchy in the squad folder. tried sounds in both ksproot\GameData\*modname*\Sounds\sound_*.wav ksproot\GameData\*modname*\Parts\*part category*\*partname*\Sounds\sound_*.wav neither one of these worked. i did notice one thing though, under ksproot\GameData\Squad\Sounds\ i noticed a file called 'sound_decoupler_fire.wav.meta', its a text file with some info in it. im wondering if sounds need to have these (or some other cfg) to work. to tired to play with it now, but its worth looking into. *edit* i was too stubborn too sleep and so i copied that meta file over to my sounds dir, renamed it to match my sound effect and tried it, didnt work. didnt try tweaking any of the vars though.
  6. i discoverd somewhere that the best time to go for munar injection you usually have the mun directly in front of you while in lko and pointing prograde. if you launch when the mun is on the other side of the planet, you usually wind up facing right at it as soon as orbit is achieved. so with those two things i can usually do the munar injection from the surface to intercept with just one burn. though a second burn is required if i want any kind of predictable inclination when i get there (most of the time i dont care). it has the added bonus of ensuring that any spent stages will hit kerbin so space debris is at a minimum. sometimes i wonder if its orbital parameters weren't selected for this very reason.
  7. my method is this: 1: send up a small probe 2: point it at the thing you want gone 3: throttle up 4: cross fingers if all that went right, your station should be missing the thing you wanted to get rid of and if you are very lucky everything else you wanted to keep should still be there.
  8. just remember when you launch a rescue mission, do not land directly on the kerbal you are rescuing. that would be very bad.
  9. pretty sure thats a movie quote. nah, we can survive the sun stepping off the main sequence. we just have to move the earth. 1: build large self contained underground cities with closed biospheres, create caches of genetic material, seeds, etc. and move populations underground. 2: pump the the oceans and atmosphere (compressed) into large underground tanks. 3: cover the surface of the planet in engines, they have to have an exaust velocity greater than escape velocity. large fusion or antimatter engines should do. 4: raise the orbit slowly over the course of centuries/millinea (this will be a slow spiral out). 5: when you reach the new goldielocks zone, release the oceans and atmosphere. slowly terraform the planet back to its original state 6: ??? 7: profit!
  10. id argue that calling ip violations theft is bad vocabulary at best and outright deception at worst. the government does not call it theft, they have terms like "copyright violation" and "patent infringement" that describe it better. if it was theft, a lot more people would be going to jail for copying cds and downloading warez. the people making those 'piracy is stealing' adds aren't government entities, they are ip holders. they only call it theft to invoke an emotional response. misleading the public about the law in this way should be illegal.
  11. totally awesome. i like the premise of mining ore, converting to metal and then using that as a means to build rockets. but then where does the fuel come from? i kinda think that you should spawn an empty ship on the pad, but allow the pad to refuel the ship. wouldnt mind the pad being modular in that you would also need to build up a larger installation of buildings to support launches. things like a fuel dump/refinery. mining complexes, expandable metal storage (want to launch bigger things, add on to the base). so pretty much take kethane and supercharge it. my biggest problem with kethane is you couldn't really mod it to include detecting/mining/conversion support for other resources besides kethane. i mean you could make a converter to convert kethane into about anything. but id like to see that mod expanded to mine other resources. would be better if the scanner revealed different color pixels, green for kethane, grey for iron, orange for titanium, yellow for hydrocarbons, blue for water, etc. then every planet and moon would have different resource distribution. some places would have lots of iron but very little fuel, some places would have lots of water but little iron. miners could be set up to mine a specific resource, and converters could be set up to convert anything into anything else, possibly with some mod-defined conversion logic (like iron+carbon -> converter -> steel). id love the kethane mod to work on a larger (and moddable) stack of resources.
  12. patents and copyright are meant to stimulate innovation and creativity, respectively, by giving inventors and content creators a limited period of exclusive rights to their works in order turn a profit. it was never meant as a way to stop theft. right now they aren't doing either of these things. we have things like patent trolling and tech companies making and fighting over patents on the shape of interface elements in their software. i dont even want to discuss what the entertainment industry gets away with.
  13. copywrite and patent laws aren't exactly a bad idea. i just wish they weren't constantly abused by mega-corporations and extended indefinitely through lobbying.
  14. i am a metalhead, and not just any metal but extreme metal. therion is easy listening to me. hell, slayer is easy listening to me. but classical music is certainly worth listening to. not something i listen to alot, but its still good.
  15. information wants to be free. its a law of physics. nothing against content creators making a buck, but give some to the public domain every now and then. dont keep lobbying for patent/copywrite extensions.
  16. everyone should listen to the ring cycle once after that you will be permanently cured of the opera bug.
  17. dvorak's ninth performed by therion
  18. if you can get the educational license for max, do so. its the best modeling program ive ever used.
  19. i+1; replace the sound track with alternating death metal and country music tracks.
  20. i admit the alpha parts had really bad normal mapping, and it took a couple versions to fix that. its very difficult to get normal maps to look good (especially with the 2d techniques i was using).
  21. i always start a new save. usually because i dump all the mods and wait for them to be updated. this also give me a chance to play stock for a few days before piling on the mods.
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