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basic.syntax

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Posts posted by basic.syntax

  1. 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 :) 

  2. On 7/26/2022 at 1:37 PM, Gameslinx said:

    The new scatter system can't distribute objects 'orderly', it's just random distribution where objects are placed

    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. 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 ;)  

  4. 2 hours ago, DirtyFace83 said:

    DDS is already supported for flags.  I've been using DTX5 with generated mipmaps and the folder structure might have to be a "GameData/NotSquadFolder/Flags". I've never tried adding flags directly to "GameData/Squad/Flags", so I can't comment on that.

    Unless I have misunderstood what you mean?

    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 :)  

  5. 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. :) 

  6. Thanks so much - so many pixels! Awesome poster material - a real keeper!

    An Inkjet printer is going to run out of black, tho.  I wonder what this would look like with a light moon-gray backdrop? 

    ~opens Photoshop to mess around~    ;)  

    Edit: (A few hours later) - b/c so much of spaaaace is black, reversing the  backdrop color would require putting the "event horizon" image into a box,  and  the "Rosetta" image... idk.   To do a decent alternate color scheme, I'd have to dig for the various images used, and start over.  Sooo.... I'll just repeat my thanks! :)  

  7. 9 minutes ago, Superfluous J said:

    So you break a wheel, your engineer could dismantle your science Jr to repair it. Higher level engineers can make more repair kits from each part.

    This is nice, but could snowball quickly into a complex game of resource management (which some folks wouldn't mind.)  Mine resources, refine into building blocks like copper/aluminum/glass, then construct "Science Jr."  But when you break that item back down into its components - it didn't contain any rubber, so you wouldn't get what you need to repair a rubber wheel ;) 

  8. On 6/29/2020 at 2:38 PM, theJesuit said:

    even though every kerbal's left eye is smaller, and both framed lenses are the same size.

    It's a subtle thing I've not noticed, but, when attention is called to it - I think the glasses are fine as-is, maybe making the oddity a little easier to spot, lol.  

    Looking forward to the update!

  9. On ‎10‎/‎16‎/‎2019 at 2:21 PM, klesh said:

    Additionally, the nosecones for 2.5m and 3.75m have an orange rounded, shuttle replica shaped variant.

    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. 
  10. @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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