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Everything posted by Alshain
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Squad- Please "Chop this wood"
Alshain replied to Jengaleng's topic in KSP1 Suggestions & Development Discussion
That would only solve the gripes about not having procedural parts. It wouldn't satisfy the people that want the parts. Those people would still want the parts. -
[1.3.1] [EN | ES | DE] Action Group Manager Continued
Alshain replied to Alshain's topic in KSP1 Mod Releases
I am able to reproduce the problems with the Recap window. I will see what I can do about that. However, am not able to reproduce the same issue with the AppLauncher button. For me it turns off and on like a toggle. Is there anything specific you have to do first to make it behave that way? -
Modular Fuel Tanks (On a phone, I can't link it)
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Squad- Please "Chop this wood"
Alshain replied to Jengaleng's topic in KSP1 Suggestions & Development Discussion
Its not about difficulty with LS. It has 2 effects... A. It adds mass to craft B. It adds repettitive resupply missions to stations/bases. It adds nothing engaging to gameplay. A. Has no real impact and B is just tedium. It has nothing to do with making it more difficult, it has everything with adding nothing engaging and in fact the opposite. I don't care if they add it, but it better have a way to shut it off so people who want to do more interesting things don't have to deal with that nonsense burdensome 'feature'. -
[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
Alshain replied to nightingale's topic in KSP1 Mod Releases
Did you see my edit?- 557 replies
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[1.8.x+] Strategia [v1.8.0] [2019-10-22]
Alshain replied to nightingale's topic in KSP1 Mod Releases
Yeah, when he explains it, it does make some sense to me. I think it's just the perspective you look at it from. -
[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
Alshain replied to nightingale's topic in KSP1 Mod Releases
Well the way it is phrased "active vessel dish" sounds like activate the dish, which is an option in RT, especially on the DTS or HG5 where always active in an atmosphere is not an option. I see it now but it is a little miseleading on first read. Perhaps this EDIT: Actually this would probably be even better- 557 replies
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At one time it was possible on Minmus, but I think through the years it got changed.
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Mid-Thrust 0.625m Jet Engine
Alshain replied to JMBuilder's topic in KSP1 Suggestions & Development Discussion
I think 0.625 needs a fuller range of wing pieces before it can really be worthwhile. Also, a small radial intake. I tried to build a UAV and the thing ended up rather huge. You wouldn't even need much, just a few smaller wing pieces and an intake to make drone possibilities a lot better. Maybe if we beg @RoverDude, Making History will include a few parts to build an Altair. (That is part of modern history after all) -
Now can you get him into orbit with nothing but his EVA pack?
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[1.8.x+] Strategia [v1.8.0] [2019-10-22]
Alshain replied to nightingale's topic in KSP1 Mod Releases
Just for the sake of starting a discussion. I built this little craft to satisfy a tourism contract. When I launched it I got charged double because I was on the Probe Frenzy strategy. Now in my opinion, Tourists != Crew any more than passengers on a airline are crew. I had no control of the vessel without that probe. Thoughts? (P.S. I am loving this mod) -
@NavyFish The app launcher button showing on the main menu can be fixed by replacing this: GameEvents.onGUIApplicationLauncherDestroyed.Add(delegate() { //appLauncherButton = null; }); ... with this GameEvents.onGUIApplicationLauncherUnreadifying.Add(delegate() { if (launcherButton != null) { ApplicationLauncher.Instance.RemoveModApplication(appLauncherButton); appLauncherButton = null; } }); The key is that "unreadifying" event. One of the old devs taught me that during the 1.2 Beta.
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[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
Alshain replied to nightingale's topic in KSP1 Mod Releases
FYI, I just ran into this problem too. At a minimum you should add text to the mission control that specifies how it must be targeted IMO.- 557 replies
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Squad- Please "Chop this wood"
Alshain replied to Jengaleng's topic in KSP1 Suggestions & Development Discussion
As long as you aren't on a console. If you are you have to look at an earth-like planet with no clouds and bad lighting effects. -
I go back and forth, but if I'm playing career, it's heavily modded. New Tech tree, new contracts, new strategies. It's hardly the same game anymore. Stock career is full of nothing but tedium. The strategies are worthless, the tech tree is badly organized, and the contracts are usually so ridiculous (in the sense that while achievable, they serve no actual research value toward a real space program or manufacturer). I only started using Strategia recently, but I've found it to really work well for allowing me to choose my own direction while still having to be careful about that direction. Since milestones are one time only, you don't want to run off and complete all the Mun milestones while you have a Minmus project active (you lose 80%!). It certainly makes the game more interesting. There are several tech trees out there. I use CTT. I use the contracts for the various other mods I have installed (RemoteTech, ScanSAT, etc.) as well as a few of @nightingale 's wonderful packs (Anomaly Surveyor, Field Research, etc) and that helps to mitigate any need to complete too many of the annoying contracts from stock, other than the World's Firsts (which you also have to balance with your Strategia projects). There are lots of great contract packs out there, as long as I don't have to test an engine at 40km while traveling 100m/s. Those part test contracts are so stupid.
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Squad- Please "Chop this wood"
Alshain replied to Jengaleng's topic in KSP1 Suggestions & Development Discussion
I don't know who told you that, but textures do not have to be loaded at a startup in Unity. In fact loading them in code based on a condition is quite easy. Squad currently parses through the GameData folder and loads everything, BUT they already have certain paths that are excluded from being loaded by the game at startup (PluginData for example) and a new one for cloud textures wouldn't be that difficult to create, and none of that has anything to do with Unity's decisions. It's all Squad. Worst case scenario, turning the graphic setting on or off would require a restart of the game to load/unload them. However there is no extra special "ton of work" that would be involved in stopping textures from being loaded. All the rest of the stuff involved in making clouds and such, yes that's quite a bit of work, but so is anything they implement. PlanetShine doesn't even use textures, that's light sources. I don't think DOE has any significant textures either. Now, I do agree the Minimum System Specs are set in stone. You can't sell a game to someone and then patch it so they can't play it afterward. However these kinds of things do not have to change the minimum specs at all. -
[1.11] RemoteTech v1.9.9 [2020-12-19]
Alshain replied to tomek.piotrowski's topic in KSP1 Mod Releases
That's a different issue. My issue is a single node execution on 3 different craft in close proximity (at different times). After the first craft is done, it deletes the execution on the other two craft that is supposed to occur 1 and 2 orbits later. I've been playing with RT for a long time and as far back as I can remember RT has never allowed execution of successive nodes on a single craft. (I wish it did, that would be nice). -
[WIN] KSP Directory Junction Creator
Alshain replied to Alshain's topic in KSP1 Tools and Applications
@Murdabenne I'm glad you like it. I hadn't originally considered multiple installs, just multiple save games... but I think if I were to support multiple installs fully I could add a junction to the thumbs folder and a symlink to the subassemblies custom groups file. Maybe screenshots might be nice too. I'm don't use CKAN myself but I'm not sure mods are in the same scenario in that case, since multiple installs are often different versions. Or the mods themselves are the reason to have multiple installs. You seem to have a very specific setup there.- 8 replies
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[1.11] RemoteTech v1.9.9 [2020-12-19]
Alshain replied to tomek.piotrowski's topic in KSP1 Mod Releases
I've noticed a bug where if you have multiple planned maneuver executions on successive orbits (for example, your first satellite constellation) then after the first satellite finishes it's maneuver, RemoteTech deletes the planned executions for all of them, instead of just the one. Screenshots, here you see I have 3 satellites, the launcher that put them there has already de-orbited and now they just have to circularize at the proper time as you see in KAC. The first one is just 2 minutes from it's burn. After the burn, satellites 2 and 3 decided I didn't really want them to ever circularize, just hold the maneuver node forever. -
@DMagic I'm getting a crash. It happens with both the 1.2 version in this thread and and the 1.3 dev version you posted above at startup. Crash Dump EDIT: Nevermind, that link was old. Helpful Github hint, always link to https://github.com/S-C-A-N/SCANsat/releases instead of say https://github.com/S-C-A-N/SCANsat/releases/tag/v17.5 That way, if it changes users will always see the latest version.