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Everything posted by Alshain
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It depends on the scope. If you were to analyze only the active craft for upcoming obstructions, I'm betting that would be simple (relatively speaking of course). On the other hand if you were to analyze the connection 5 satellites deep back to Kerbin, to find out if the one in the 4th hop is about the be obstructed, that might be harder to accomplish. I still think it is possible, I just don't know how much computer it would tie up. In most cases, at least for skilled RT users, the first option is the one you will run up against the most.
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Future Support for 4K Resolution
Alshain replied to Bandock's topic in KSP1 Suggestions & Development Discussion
Well it is, but it is horizontal lines. 1080 refers to vertical lines, the horizontal lines of 1080p are 1920, or 2k. You know how these marketing guys are, they always have to make it sound 'better' (I say that tongue in cheek, looking at you Squad ). It gets worse than that though, Televison signals can not broadcast beyond a 720 progressive resolution. They can only do 1080 if they interlace it, which may improve picture quality on slow moving images, but back to that NFL game, interlacing causes the annoying blockiness when a quick pass is made. My personal opinion is 720p is superior to 1080i, sadly my local CBS affiliate disagrees, so my action scenes on my favorite network are always ugly as can be. 1080p and '4k' can only be achieved through direct media (Blu-Ray) or streaming. -
I never saw an announcement of how long it was, people just kept saying two weeks. I would guess if they haven't posted yet (being Wednesday) it must have been 3 weeks. They'll get back when they get back, in the meantime, 1.0.5 is a perfectly fine playable version so just have patience (I know, it's hard to do after tasting 1.1)
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Future Support for 4K Resolution
Alshain replied to Bandock's topic in KSP1 Suggestions & Development Discussion
Yes, you are right, I had forgotten to mention distance, and I do agree that 4k on a 50" TV is not necessary but the 50" and 20" were just examples to facilitate the explanation. TV's are getting bigger and bigger, and the average room only has about 10 feet of viewing distance. So the higher pixel count allows for the larger screens to be used in these rooms. Now as to whether you NEED something that large, well that is certainly up to the opinion of the user. Personally I think my 50" is as big as it needs to be, but I don't think I'd want to go any smaller either. Some people may question why you would need anything bigger than the 20", but it is all personal preference. (Oh and 2k is 1080p, it's the same thing, just a marketing name) -
Future Support for 4K Resolution
Alshain replied to Bandock's topic in KSP1 Suggestions & Development Discussion
But we aren't talking about what we read, we are talking about playing KSP, which can be done on a big screen TV with a desktop PC. The person you quoted said nothing about using a desktop monitor, and hooking a desktop gaming quality desktop PC to a large television is a very common thing these days. As for your "rubbish" comment, well that comment is rubbish. If I have 20" Monitor at 1080p, that is 1920x1080 on an ~2 million pixels on the screen. Now lets say I have a 50" TV, it is also 1080p, which means it has the same 2million pixels as the 20". How do you suppose it fills a screen that is an extra 30" diagonally with the same number of pixels? Simple, it makes the pixel bigger, it stretches them out, and the bigger they are, the more noticeable they are to the human eye. So how do you make the two screen sizes an equivalent viewing quality? You have to bring it down to a common denominator, and that is the screen size. So instead of thinking of it as a 20" and a 50" TV, you instead concentrate on the number of pixels per square inch, because that doesn't change based on screen size. A 20" screen with the same pixels per square inch as a 50" screen will have a much lower resolution but the visual clarity will be identical. This is why bigger resolutions like 4K are important, but only on large screens. Since we don't know what the OP has is desktop hooked up to, why would you question his need for 4K? -
How do i make a ksp video on a mac?
Alshain replied to Jeb-head-mug kerman's topic in KSP1 Discussion
Start Here https://obsproject.com/ Once installed, launch KSP and OBS. Under Sources, click the + button and name it KSP or whatever. In the resulting dialog, uncheck "Capture any fullscreen..." and in Window choose KSP from the list (Window Match is priority should be Executable Name). Hit OK. You can now start recording. The folder recordings are placed in can be changed and is in the Settings under Output. (I don't know where that is for Mac by default) By default the video format is FLV, however if you prefer a different format like MP4 (better for Windows cause Movie Maker can open it) or MOV (probably better for Mac, it is Apple after all), you can change it in the same location. That is as far as I will go, the rest of the features are yours to discover (I'm really not very good at it myself) -
Navball Orientation
Alshain replied to Lucky Spacer's topic in KSP1 Gameplay Questions and Tutorials
In most cases you can take visual clues from the controlling part. The lander cans and command pods typically have the hatch at the 'rear' (or almost rear) so having that facing you will have your craft rotate as expected when landing if you are looking at the craft from the side. If the craft starts to roll, say backward toward you, you know you need to press 'W' to seat it back down using your reaction wheels/rcs. This is a little harder to see with probe cores, so you will need to add your own identification marker. -
Ok, I was going to point out what was wrong with that statement but it doesn't matter. They are getting developed, so there is no point in this conversation.
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That's not how it works. KSP uses Unity, Unity runs on 3 operating systems, KSP runs on one engine. They aren't developing 3 different versions. Unity also supports the consoles, Flying Tigers job is most likely to make it work with the console's control style for the most part and iron out other little details that come with porting a game. There may be some exceptions in some areas but for the most part, it's one code base for all of the games versions.
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Weaning us off reverts and quickloads
Alshain replied to Pthigrivi's topic in KSP1 Suggestions & Development Discussion
Admittedly this is why I avoid reverting except in cases where the game breaks. I've learned a lot since starting to play and now, it's way to easy to make money. However, I don't want to switch to a harder mode because that isn't harder, just grindy-er. So I just make sure when disaster happens I'm ready to save the crew. -
Weaning us off reverts and quickloads
Alshain replied to Pthigrivi's topic in KSP1 Suggestions & Development Discussion
It doesn't matter one bit as long as KSP is as buggy as it is. You will still want to revert. I don't understand why would people play true hardcore because you have to know that your game could simply end through no fault of your own. That said, both of these features would be fine with me. Ejection seats, definitely, I'd like to see that just for fun (but in order to promote use of the LES, not on command pods, science bay, or or the hitchhiker) . Simulation is a little more... I don't see the point.. because reverts are basically the same thing, but I wouldn't object to them either cause I don't have to use them. If they were to spend concentration on allowing more escape methods, I would think it would be a good opportunity to flesh out the LES, maybe redesign it with a good decoupler cover like Ven's SRV has, though with the new stageable docking ports, that too is fairly easy to accomplish now (unless you want a parachute there, not a docking port). And maybe add one for the small pod as well. -
Future Support for 4K Resolution
Alshain replied to Bandock's topic in KSP1 Suggestions & Development Discussion
Just curious, how would know it is close to his face? My computer has a direct HDMI link to my 50 inch TV, and resolution perception is dependent on pixels per square inch, not pixels per screen. So if you had a big enough screen, even 4k resolution could still be perceived. That is why Apple calls it "Retina", it's the maximum number of pixels per square inch on any given screen size that can be perceived by the human eye... but Apple isn't dealing with 50 and 60 inch TV's, they have 10 inch iPads. -
Parachute Staging Toggle
Alshain replied to The_Lieutenant's topic in KSP1 Suggestions & Development Discussion
Since I posted that, I created a compilation thread with instructions. Click the second link in my signature. -
adding multiplayer
Alshain replied to wolf creates16's topic in KSP1 Suggestions & Development Discussion
Mac runs the same Minecraft version as PC and Linux (that is the beauty of Java), But not iPhone or iPad because there is no Java runtime, which has a separate "Apple" version, which of course had to be rewritten in Objective-C. I would guess all of the console versions, including the Windows 10 Store version, were rewritten in that manner.- 367 replies
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Would someone be interested in reviving PartUpgrade?
Alshain replied to Streetwind's topic in KSP1 Mods Discussions
A quick cursory glance and it looks as though it just needs the references updated. At least I'm not getting any compile errors. I've never used the mod, so I don't know exactly how it is supposed to behave but I could post a DLL and you guys could test it if you like. Try this. It is just a straight recompile with 1.1.2 references. I have no idea if it works. https://www.dropbox.com/s/21kl57r6av4ckuc/PartUpgrade_beta_v0.5.1_recompile.zip?dl=0 -
Make the Sun Kerbol
Alshain replied to almagnus1's topic in KSP1 Suggestions & Development Discussion
Only 2 of the command pods, and the SLS series. It has the Stayputnik, which is Russian, and now has the Asteroid Day mod (part of it) which is B612 Sentinel. A lot of the engines closely resemble other space programs engines too. -
Technical question about textures
Alshain replied to MaxPeck's topic in KSP1 Suggestions & Development Discussion
Ven does that as well, in fact at one point (maybe still) his stock part revamp actually reduced the memory load if you removed the stock textures. -
Staging Options
Alshain replied to Moesly_Armlis's topic in KSP1 Suggestions & Development Discussion
You misunderstand. When I say 'design time' it can't be done before or after attached, it can only be designated in programming, at least as far as I know. So lets say you have 5 stages, Squad adds the slider and gives it an upper boundary of 5 and puts a release on the game. From then on until they re-released the game, it can only be 0 to 5. If you have 6 stages, you are out of luck. I've not done a lot of programming for KSP, but I do have one mod that uses sliders and I've not seen any dynamic way of setting those boundaries. But, I don't know everything, maybe there is something I am unaware of. To the best of my knowledge, I've never seen a slider that changes it's upper and lower boundaries at while in the game though. -
Staging Options
Alshain replied to Moesly_Armlis's topic in KSP1 Suggestions & Development Discussion
It is implemented on most stageable parts, it just isn't turned on. Click the second link in my signature to get a patch to turn them on. Engines are the edge case, they do not implement that ability .The problem here is that the slider scale is fixed at design time, while stages are variable. So there is no way to predict the upper boundary of the slider because at design time you don't know how many stages there will be. -
@MoeslyArmlis That is an 18 ton vessel, sorry I misunderstood, I thought you meant 18 ton payload. My fault.
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Sorry, but I'm not buying that one. 18 tonne payload with 2 thuds and an FL-T100 has a thrust to weight ratio of 1.08. Perhaps you aren't remembering right, but I don't see how that scenario is mathematically possible.
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I'm going to re-make my age old request for stock Tweakscale on structural parts here. Pretty much every structural part in the game needs smaller and larger variants, rather than adding all of them, they could just add a very limited TweakScale implementation to structural (and modular wing) parts only. Then people can use it to mod it on where ever they want with just a MM patch.
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There is huge collection of information in the Modelling and Texturing forum. Good luck, I look forward to seeing what you come up with. http://forum.kerbalspaceprogram.com/index.php?/forum/15-modelling-and-texturing-discussion/