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Everything posted by Alshain
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Well I pulled up a list of their games, I do have Civ 4 and Civ 5, though I hate Civ 5. I also have the Bioshock Series which I liked. Unfortunately some of the other games of theirs that I have don't paint them in a good light. L.A. Noire is one I purchased prior to the Steam refund system and to date I haven't been able to get more than 20 minutes in without it crashing. Then there is GTA which has gotten progressively worse since Vice City. Someone gifted me XCOM: EU, which I find to be a terrible game in general.
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I don't really know what to think about this to be honest. I guess I'm thankful it is not a no-name company and it is not a money-grubbing EA style company as far as I know. I just don't have a single game from Take Two that I can think of.
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The guide he posted has a patch that does not have that problem. It removes the parts via MM and then renames the new parts to their old part equivalent, making them backward compatible... but not Stock (i.e. not valid for challenges). I posted another patch further down in that thread that reverts them to stock, just with new textures. If you use that patch, they will effectively be stock.
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For the love of Buddha...
Alshain replied to Foxster's topic in KSP1 Suggestions & Development Discussion
I gave it a shot, but the area of the API in question is not documented at all. I despise coding by experimentation, that's why I don't have many KSP mods. If someone wants to try and continue the work, this is the code I started on. It doesn't work. using UnityEngine; using KSP.UI.Screens; namespace SortByMass { [KSPAddon(KSPAddon.Startup.EditorAny, true)] public class SortByMass : MonoBehaviour { [KSPField(guiActive = false, isPersistant = true)] int sortMode; [KSPField(guiActive = false, isPersistant = true)] bool ascending; [KSPField(guiActive = false, isPersistant = true)] bool isSorted = false; public void Awake() { PartCategorizer.Instance.editorPartList.partListSorter.AddOnSortCallback(onSort); GameEvents.onEditorShowPartList.Add(sort); } public void onSort(int mode, bool asc) { sortMode = mode; ascending = asc; isSorted = true; } public void sort() { if (isSorted) { PartCategorizer.Instance.editorPartList.partListSorter.startSortingMode.SetState(sortMode); PartCategorizer.Instance.editorPartList.partListSorter.startSortingAsc = ascending; PartCategorizer.Instance.editorPartList.Refresh(); } } } } -
Decaying Orbits
Alshain replied to KSPFanatic102's topic in KSP1 Suggestions & Development Discussion
It's the crappy forum software. It's not showing the quote on my phone for some reason. Even right now it's not showing you quoted anyone, even though it's showing other quotes from other people. I didn't see your quote till I moved over to the PC. Sorry for the confusion. -
Decaying Orbits
Alshain replied to KSPFanatic102's topic in KSP1 Suggestions & Development Discussion
Well you asked about atmosphere and the last conversation in the thread about atmosphere was ours. EDIT: Hmm, well I guess you did tag someone. My mistake I guess, I just missed that. -
Decaying Orbits
Alshain replied to KSPFanatic102's topic in KSP1 Suggestions & Development Discussion
It didn't 14 hours ago when he posted that. When I first read the OP it was only mentioned "orbital decay" in general and had no specifics. -
Decaying Orbits
Alshain replied to KSPFanatic102's topic in KSP1 Suggestions & Development Discussion
@regex KingDomino was replying to the OP. That happens on forums. He wasn't talking about atmosphere. -
Thanks. It's definitely a personal style thing. My first high school job was as a cashier at a deli on an old electric 10-key register and I've used the 10-key+tab for data entry ever since.
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Decaying Orbits
Alshain replied to KSPFanatic102's topic in KSP1 Suggestions & Development Discussion
Nothing, it was two different conversations happening at the same time. Try to keep up -
Decaying Orbits
Alshain replied to KSPFanatic102's topic in KSP1 Suggestions & Development Discussion
Well, if it isn't in orbit, it's not. You can't have orbital decay from a suborbital trajectory. Yes, one of the conversations was about orbital perturbation. -
Decaying Orbits
Alshain replied to KSPFanatic102's topic in KSP1 Suggestions & Development Discussion
Nothing. It was two different concepts of "orbital decay" that were being discussed. One topic was about unloaded objects having atmospheric drag (technically not orbital decay because it's not orbit) and the other was actual orbital decay (n-body). -
Well the Angels are easy, it's the Seraphim that are difficult. Ok, in all seriousness... when trying to match inclinations with a planet you have a few choices 1. Change inclination in solar orbit. This is done just like you would if you were trying to get to Minmus, but it's a lot more expensive that way. 2. Maths. Calculate your own ballistic trajectory. 3. Use a combination of mods, Transfer Window Planner + KAC + Precise Node will get you very close to the ballpark and then you just have to play with the maneuver till you find the encounter. Personally I prefer option 3.
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Console base game suggestions
Alshain replied to jake867's topic in KSP1 Suggestions & Development Discussion
That's a bit of an exaggeration, don't you think? I haven't played the game with any kind of fuel transfer (other than docking ports) in years. In fact I only tried KAS once. It's isn't unplayable without it, plenty of people do it. I would love to see something that works like KAS in stock, don't get me wrong on that. They just have to work out the issues with it, and unfortunately that hasn't been a priority. I haven't ever seen that one but based on the screenshot, it would need to be reworked to fit into the stock game IMO. The whole sliders window would need to go. -
@PLAD If you get the chance, would it be possible for you to do a reset on the tabstops. They are kinda all over the place.
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A mod to help plan for multiple GRAVITY ASSISTS
Alshain replied to Voodoo8648's topic in KSP1 Mods Discussions
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Console base game suggestions
Alshain replied to jake867's topic in KSP1 Suggestions & Development Discussion
I think the big reason we haven't seen any interest on these type of parts from Squad is they tend to be flaky. It's OK for a mod, but people will expect better from the game if it is stock. What happens is when you connect two craft with a fuel line in KAS, it's just like a docking port. The two craft become one. This is fine when close together but even a small distance apart can cause issues. The center of mass shifts when the two craft are connected. When those two craft sit on a surface at slightly different elevations, bad things happen. You load the craft while entering physics range and the game tries to put them at an elevation equal to the location of the center of mass. Since you have two craft merged as one across an inclined elevation, the center of mass is half way down the slope and the higher craft ends up partly inside the planet while the lower craft ends up slightly above. Then physics kick in and the lower craft may fall a bit, but the upper craft is propelled upward due to collision forces and comes crashing back down. If you are lucky it lands back on it's legs and survives, but it doesn't always. Until a solution to that problem can be found I doubt KAS will find a home in stock. -
@Gaarst This is no longer the case. I've removed patches for old versions because the thread was getting too long to maintain. All patches in there should be compatible with 1.2.x and 1.3.
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Yes you should absolutely change the name if you are creating a custom dictionary. Otherwise there will be conflicts. Of course if you are writing a plugin you can use Squad's dictionary too. @JPLRepo may want to clarify this in his guide.
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There is a guide stickied in the plugin development help forum.
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Trimming bindings to joystick buttons ...
Alshain replied to Gordon Dry's topic in KSP1 Suggestions & Development Discussion
Sadly, they don't exist. I've asked several times now to have the ability to put trim on my hat switch, but it hasn't happened yet. -
Problem with GetModuleTitle
Alshain replied to Alshain's topic in KSP1 C# Plugin Development Help and Support
@TriggerAu If that is how it is, I have to say, that is kinda dumb. IModuleInfo provides other display information (as seen in the first code snipit, GetInfo is in IModuleInfo) There is also a callback in IModuleInfo to let you know when the info panel is drawn on screen. So what you are saying is IModuleInfo contains and inconsistent combination of unique identifier and display information while you have to go to PartModule to find the rest of the display information. On top of that, not all modules need display information, but they would need an identifier, so why would you put that identifier in an interface that may not be implemented and display information in the base class? Sorry Trigger, but your explanation makes no sense. Either that or someone over there at Squad is horrifically bad at organizing their classes. EDIT: Also, why would you filter by an English name in a localized game? Wouldn't you localize the filter?