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Everything posted by basic.syntax
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I would have signed up at $30... but... sticker shock. Will have to see if that wears off over time.
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
basic.syntax replied to Gameslinx's topic in KSP1 Mod Releases
I call feature creep! Very nice work- 3,131 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
basic.syntax replied to nightingale's topic in KSP1 Mod Releases
Having trouble after editing contract cfg-file parameters? Not making a formal patch? I wanted to share a couple noob mistakes & fixes: I was making cfg changes and not seeing them take effect after repeated restarts: it appears that making a backup copy of the original cfg, with a change to the first name but keeping the cfg extension, and leaving that renamed original in the same place as the newly edited cfg could result in the original cfg data being read first. And the original cfg data might still be found and loaded, after "cleverly" moving the renamed original to a nearby folder. If you must hack, edit the one file: copy lines to edit and comment out '//' the original line. "Why is the contract type I edited, not being offered?" One possibility: an edited value that starts with a decimal point will throw an exception. Remember to include a leading zero for decimal numbers, so they can be parsed correctly- 5,202 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
basic.syntax replied to Gameslinx's topic in KSP1 Mod Releases
While the main scatter loop is RNG, could you implement a scatter container object - which would enable predefined 'scenes'? (The container would be a list of scatter objects, and their XY coordinate offsets from an origin point.) While some players are thinking of towns and cities, I'm thinking desert oasis.- 3,131 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
basic.syntax replied to Gameslinx's topic in KSP1 Mod Releases
mind.blown This, plus the atmospheric scatterer completely overhauls and upgrades the look of the world(s).- 3,131 replies
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
basic.syntax replied to RoverDude's topic in KSP1 Mod Releases
Can you look for / do you have: [KSP folder name]\GameData\000_USITools ? (CKAN is probably supposed to take care of dependencies, but maybe something fell through the cracks. I don't use CKAN.) Tutorial (Installation) · UmbraSpaceIndustries/MKS Wiki · GitHub -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
basic.syntax replied to RoverDude's topic in KSP1 Mod Releases
I'm quite new to MKS & have been starting a new career save with it, and the community tech tree - which is essential, since the stock tree unlocks too many MKS parts at once in stock nodes. But even with CTT, I feel like some advanced parts may be exposed to the player in earlier nodes than they should be. It seems like the "Ranger" series should be the first colony parts we use, but the ball / anchor hub is way out in Composites, (300 science to unlock, with my game settings) - Ranger Inflatable Storage is in Logistics... I'll need to upgrade R&D before I can unlock these! But several Tundra and Wolf parts are unlocked in Advanced Construction, no R&D upgrade required -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
basic.syntax replied to RoverDude's topic in KSP1 Mod Releases
You need only enable the Refunding portion of this collection of fixes - they are all disabled by default in the KSP-Recall.cfg settings file. -
SM-25 service module can't be used for fuel (won't feed)
basic.syntax replied to Dunbaratu's topic in Making History Support
Another workaround: Surface attach. The "Acapello" stock craft SM-25 is packed with FL100 tanks, with the first using surface attach, the rest stacked on the first one's attachment node. It was a frustrating experience working with the attachment nodes, b/c the VAB editor can show fuel flow, but then you take it to the pad and... no fuel. -
I've read your thread - nice work! The Conformal Decals mod supports DDS. I've not tried it yet. I started independently adapting some art for mission emblems, and one thing led to another. I'm hoping this request to Squad to enhance the Stock experience isn't too far out of scope for a future update. It never hurts to ask - politely
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I've been working on some flag variant textures in the past few days, and noticed the change from 256x160 (ugh, postage stamp size, you won't be missed) to 512x256 resolution - more pixel headroom for stock. (But a modder/player can feel free to go higher, if they want. I was tempted to "necro" the 1.10 modder's notes thread, which had questions like this about changes to flag art ) The 1.6:1 aspect ratio of original flags (256x160) is supported after the change, old flag image files looked the same - nice. But, if that's the case: Why was flag texture aspect ratio increased to 2:1 (512x256), if internally the textures are processed 1.6:1 (410x256)? All of the stock art was stretched to fit the new image dimensions; internally the image is squeezed back down, so that the new flag textures display properly in-game, on the flag parts. Does one of these flag parts - or other object in the game - use those textures as-is, without squeezing them horizontally? Was the change made, for a future plan? Squad could save a tiny bit of disk space if all stock flag textures were re-rendered at 410x256, which would have the added benefit of not looking stretched, while looking at the raw files in the folder This is also a note to players/modders: no need to stretch your art. The next problem I face is due to the internal processing of image files for display: compression. What looks like a solid color in your PNG or JPG might not look that way in-game, and show harsh color change boundary artifacts: blotches, jaggies. I've spent many hours recently, cleaning things up. (The stock flags could use some pixel attention to clean them up and reduce artifacts, but there's an easier path to take, to help all of us: ) Squad please consider supporting DDS format, for flags. I tried dropping a DDS in the folder, but it was ignored The format is supported by other mod-friendly objects. With it, you know what you are getting in-game.
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\o/ The changelog is so long, it just about deserves its own separate file! Thanks to the team for continuing to poke, prod, and fix!
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Squad fixes a lot of bugs. See changelog. Every update contains fixes. Its not fair to say "QA doesn't exist."
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The harsh transition between the launchpad object and the world terrain it sits on, stands out for me as a worse "problem" than maintaining the grass detail scale when zoomed out from the Kerbal. KSP is a constant work-in-progress, and it would not surprise me if they eventually figure out how address both of these concerns
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- grand discussion thread
- update
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That is quite a list, Thanks for your continued efforts! … please don't stop...
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- making history
- breaking ground
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Big Thanks at Squad for fulfilling this old request! And the Boosters! No more "Jedi hand-wave" quad-Kickback assemblies, with their sometimes-problematic strut connections, which nested symmetry-in-symmetry. v1.8 has so much new and overhaul going on... even more for me, considering I've sat out for the last few updates. Its time to start a new career mode game. Squad future plans? Still looking for more help in the Stock experience, with managing multiple long duration missions (e.g., KAC). And a "science officer's station" / control panel, for craft.
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@UomoCapra, consider this: Special Pictures displayed on holidays. Squad has produced some nice art for Day of the Dead / Halloween, that works best when you see it on the appropriate day. With a little bit of code, it becomes possible to bury new "Easter eggs" in the game start process.
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"BUT, what is the gameplay like?" - Squad pre-emptively answers by releasing numerous gameplay overview videos, BEFORE a cinematic trailer. Bravo! Classic Kerbal mayhem, nobody dies - great cinematic!
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- surface features
- robotics
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Do DLCs get a hype train or a lesser hype vehicle?
basic.syntax replied to Nightside's topic in KSP1 Discussion
Hype delivery van -
Kerbal Space Program Breaks Ground with a New DLC!
basic.syntax replied to UomoCapra's topic in 2019
Squad is erring on the side of caution with regard to the new surface features: no player bases are going to be destroyed by the sudden appearance of a crystal formation. While clever scripting when loading a saved game state could move a surface feature so that it doesn't intersect with player objects, doing that would require more testing time to get right. For example, how far should it be moved? That's a question that doesn't need an answer, if the whole idea of writing some kind of script is left out. Squad probably has enough work on their plates, making sure their new robotics and rotator components states are saved in persistence and restored reliably.- 1,121 replies
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Kerbal Space Program Breaks Ground with a New DLC!
basic.syntax replied to UomoCapra's topic in 2019
That's not set in stone, IMO. Ask politely! I think it would be good marketing (Squad!) to give everyone the new surface features, it would just not be possible to "science" them without the DLC.- 1,121 replies
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Kerbal Space Program Breaks Ground with a New DLC!
basic.syntax replied to UomoCapra's topic in 2019
@UomoCapra @Maxsimal Can you provide any insight into this? Are the new terrain features placed depending on the biome or are they just scattered around at random? Crystals poking out of grass just looks strange. Many players have assumed Squad will use the existing scatter system, because the wording of the OP says the unique surface features will be "scattered across" - but that is not necessarily the case. I have a good feeling the objects will be placed by hand. The robotic sample arm in the picture is shown hovering over the surface of a crystal object with nothing else around; I think we'd see many crystals in the background, if the scatter system was being used. I am hopeful these objects will have collision models, so that the robotic sample arm can know how close it is to a surface. That seems to be implied by the screenshot. The scatter objects don't have collision models, so all the sample arm would know is its distance to the origin or placement point of the scatter item. The image is a rendered piece of concept art, showcasing the expansion's features in the best possible light. (very nice lighting, indeed!) The sample animation would have to be expanded considerably to be seamlessly believable. The chunk of rock the Kerbal is picking up should be a different color depending on planet/moon being sampled - and it should be a container of some kind, for liquid samples. Further, I've sampled while on a ladder; it would be challenging to come up with an animation for that position.- 1,121 replies
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Wider stock SRBs? - Poll
basic.syntax replied to KSPACE's topic in KSP1 Suggestions & Development Discussion
A larger SRB is needed, to visually match up with the scaling of the 3.5m Shuttle parts. While I think 1.875 might be good, it would be a shame to tell stock part owners they need to buy DLC to complete a stock Shuttle launch package. So it might have to be a 2.5m part, unless Squad doesn't mind adding some DLC sizes to the stock parts collection.- 11 replies
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Kerbal Space Program 1.6.1 and Making History 1.6.1 is live!
basic.syntax replied to UomoCapra's topic in 2019
Squad does overhaul the codebase from time to time. GC stutter was reduced many versions ago, when they refactored the code to change all uses of ForEach to the simpler For. -
I wish you a Soft Landing, wherever you end up