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Enceos

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Everything posted by Enceos

  1. Big YES, to having a lock toggle of robotic parts as an action for action groups!
  2. All the colliders in the game are smooth like a mirror, that's why they slide against each other so well. The new parts are covered in digital glue which adds maximum friction locally. I believe devs can't just bump up the global friction because 1: imitating spikes on boots requires more than average friction, 2: because it will affect current wheel colliders.
  3. How does sequence resize mode translate to seconds in this version?
  4. You can setup these actions in KAL controller instead and bind it to axis groups. KAL can override the default speed of changing target values on robotic parts and do it much faster, almost instantaneously.
  5. @MechBFP I doubt docking magnets are planned for intravessel interactions. Would be nice if they are, but that's way beyond enabling simple collider interactions, the docking module will need another rewrite for that.
  6. Intravessel docking always worked, it's just the magnetic acquisition doesn't.
  7. I still can't find the interface to do it... What type of building do I need? Barracks? Do I click it in flight or in KSC view?
  8. Dear @Ger_space, would you please tell me how to populate facilities with workers?
  9. I work in the field of upscaling and retouching images using Artificial Intelligence. I can make crisp 16k textures from lower res ones if needed.
  10. I used to have a pitched docking port bound to an action group inside my shuttle just for this purpose
  11. Where can I get a heads pack with the heads from this picture?
  12. @linuxgurugamer Sorry, I'm not sure what kind of license is appropriate for the file. It's a derivative work which has stock mesh and textures inside. In the end I consider this file obsolete, it was made before the "view internals" option was added to the stock game. This internal clips out of the cabin with the option enabled.
  13. Making History needs to get an expansion. Being just a challenge maker is too niche, it could've been a maker for full fledged story mode campaigns or an indepth editor for contracts... it is neither.
  14. @mystik If Take Two ever decides to do an engine switch they are going to make KSP 2 from scratch. And, your post doesn't make impression of an informed person about KSP development (how many mods became stock) and game development in general (how many resources certain tasks require). It is just scratching the surface by oversimplifying the look on a very complex task.
  15. @Red Iron Crown I still think my model is ideal, no sync issues, no waiting :3 Links are to my discussions, not single posts. Basically it's a model similar to the one proposed in the OP, but with some depth.
  16. Why was this thread removed from stickies? This is the most comprehensive compilation of links to modding stuff which is still useful today. Edit: ok, just saw it in the sticky of "stickies compilation".
  17. @Friznit Thank you very much for checking it out.
  18. @Friznit @SPEKTRE I actually got a fixed config from the KIS maintainer, but never got around to test and post it. Would you guys please test this one out on new Kerbals? https://www.dropbox.com/s/nc22t0xvycygul2/KerbalHacksKSP1.5.zip?dl=0
  19. I think we need to have a chance to save kerbals before they perish without oxygen. Before killing them off the game needs to display a warning "Jebediah Kerman has trouble breathing!" and give a player 5-10 seconds to take/not take an action.
  20. @passinglurker Problem with the current mesh switcher module is that it can either switch textures or meshes, it can't do both. There's a dirty workaround though
  21. @passinglurker I believe mesh recycling of structural parts was intended to protect all vessels community built with these part from breaking. You can beat them for that, but they're definitely walking the path of "do no harm". Altering a collider by a fraction may render all those steampunk vessels, which use this part, inoperable. A compromise would be having an old mesh as a default choice and introducing a slicker version in the mesh switcher.
  22. That take-off gave me goosebumps! It is more epic than "Pillar of Autumn" take-off in Halo.
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