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KSP2 Release Notes
Everything posted by Alshain
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Since @pizzaoverhead is short on time I went ahead and did my own little temporary fix until he can get back to it. Source code and binary can be downloaded here. https://github.com/Alshain01/CollisionFX/releases/tag/3.3.2 Here is the commit for those wanting to see the actual code changes. Ignore the other files, that is just me being lazy. CollisionFX.cs is all that changed. https://github.com/Alshain01/CollisionFX/commit/9b1509d1d36e34e4bafe328afb5afc61f4720793
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Texture Replacer
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discussion Discussion - Community Category Kit
Alshain replied to RoverDude's topic in KSP1 Mods Discussions
I don't have any part mods but I think this is a great idea. Mods that just add a category for their mod kind of annoy me, it's filter by function, not by mod. Unless the mod adds a new function of course. -
Sometimes to grow a franchise you have to abandon the current project, learn from the mistakes made in it (and the successes), and start a new one. This happens a lot. KSP is in a good spot now, and I think it might actually be a good time to work on KSP 2. A better career system is not likely to happen here, but in a successor game. This is not an uncommon practice in the industry in fact. The franchise expands and becomes better with each release. In fact these franchises usually end up better off than the ones that just clone themselves over and over again.
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I think you are on a different sub-topic. We were discussing CKAN, and how useless it is when updating your mods manually is actually easier.
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Great! So instead of modding KSP, I'm modding the mod for the mod for KSP.
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The biggest problem with this is that not all the mods update at the same time. So there is no good way to update everything at once when a new release of the game comes out. CKAN's most annoying issue is that it insists it knows what is best for you. According to CKAN you are a moron and should not be allowed to install the mod you want if it hasn't been explicitly updated for 1.2. Nevermind that the mod doesn't actually NEED updating, you can't install it at all. Unless it has changed recently, there is no user override, the developers feel that they know better than you. The other side of the coin is when CKAN has the wrong version, which is often. Ultimately it's a good theory, terrible practice.
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Brand new computer...let's try Kerbal Space ProWAAAAAAAHHHHH!!!!
Alshain replied to NorthernDevo's topic in KSP1 Discussion
Stock Visual Enhancments Stock Visual Terrain Scatterer (yes, I'm actually recommending this one now, it took a while but it has gotten good) Nevermind, this mod has gone back to making Kerbin look ugly from space again. I can't reccomend it. Real Plume Planetshine Distant Object Enhancement Engine Lighting Cool Rockets CollisionFX Reentry Particle Effect Socks will disintegrate before having time to be blown off. (Not all of these are available for 1.2 yet.) -
You can also force out the contract types you don't like right away. If you open the persistence file you should find the following group. WEIGHTS { TourismContract = 30 SurveyContract = 30 StationContract = 30 SatelliteContract = 30 ISRUContract = 30 ExplorationContract = 30 BaseContract = 30 ARMContract = 30 RecoverAsset = 30 PlantFlag = 30 PartTest = 30 GrandTour = 30 CollectScience = 30 Eeloo = 30 Dres = 30 Pol = 30 Gilly = 30 Tylo = 30 Bop = 30 Vall = 30 Laythe = 30 Jool = 30 Ike = 30 Duna = 30 Eve = 30 Moho = 30 Minmus = 30 Mun = 30 Kerbin = 30 Sun = 30 } As you can see they default to 30. Accepting/Completing, and Declining contracts will affect these values slowly in both direction as it tries to 'learn' what you like to do. If you know for a fact you never want to see a specific planet or contract type, set it to 0 and save the file, you will almost never see it again.
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Gaps in the runway, graphics issues, wheel glitches, etc.
Alshain replied to Fireheart318's topic in KSP1 Discussion
Most of these were reported during pre-release but never got fixed. The runway gaps, the lines, and the bouncy wheels (apparently the former devs believed the wheels should act like a spastic jack russel terrier because they argued it was normal), all of those were brought up and not fixed. -
1.25m and 2.5m Cargo Bay
Alshain replied to Baybrawler's topic in KSP1 Suggestions & Development Discussion
This has been discussed 1000 times before, but yes, plenty would fit in there. -
I see. Well I look forward to seeing what you come up with then.
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You want me to challenge Squad to make a worse one? I don't think so.
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Not everyone had issues, but significant numbers of us apparently did or we wouldn't be saying it. I can't explain why we had problems, let alone why some of us did and some of us didn't. In the end it doesn't matter, the dark days seem to be over and 1.1 will go down in Kerbal history as the worst version ever.
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Mk16 vs Mk2-R parachutes
Alshain replied to peewee69's topic in KSP1 Gameplay Questions and Tutorials
@swjr-swis Well that blows my theory out of the water but at least we know now. -
Mk16 vs Mk2-R parachutes
Alshain replied to peewee69's topic in KSP1 Gameplay Questions and Tutorials
@swjr-swis Do that test again without the stacked parachutes. I'm wondering if it is smarter than we realize and the lower parachutes are preventing the top parachute from reaching full efficiency. In the real world you have to have air under a parachute, but if another parachute is blocking it, it's not going to work as well. EDIT: Or more accurately, the combination of chutes won't work as well. It's a matter of surface area. In fact I would make the test craft wide enough that at no point do the parachutes overlap regardless of spread angle and then see if the phenomenon occurs. I bet it doesn't. -
Waz, thank you for continuing this mod. Just out of curiosity, do you plan on following Squad's recommendation and removing LINQ and foreach at some point in the future?
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Because 1.1.3 was useless with or without mods.
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OBS, it's easy to use once you know how to configure it, though configuration is not that intuitive but not terrible.
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RC-L01 (2.5m Probe Core) Needs Revamp
Alshain replied to Aegolius13's topic in KSP1 Suggestions & Development Discussion
Yeah it changed from the original design. You need the RGU to pilot an unmanned craft remotely from a manned craft, but not for the relay itself.- 13 replies
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You must have a potato. Mine took 30 seconds and I have a few mods and 74 module manager patches. That's running OS on an SSD but the game on a standard HDD.
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1.3 - What will it have?
Alshain replied to KAL 9000's topic in KSP1 Suggestions & Development Discussion
I suspect that as well. When they said DLC, the first thing I thought of was: 1. Boats 2. Submarines 3. Propeller Planes Those can be made unique enough from the mod community that people would still be interested. On the other hand if they try to do something like clouds or other visual enhancements that would pretty much look just like the mod, I think people will just stick with the mod.