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Everything posted by Gaalidas
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Gaalidas replied to K.Yeon's topic in KSP1 Mod Releases
SpitterFire? I assume you mean Firespitter right? Might want to make a little adjustment there. -
Virgin Kalactic -- AdvGenerator, TrackResource, and now NodeToggle!
Gaalidas replied to Greys's topic in KSP1 Mod Development
I know that for B9 this was updated by another party to work and is included in the latest installment of that mod. -
That's one way to look at the reproduction of kerbals. What if they are, in fact, not animal at all but rather a plant? That would explain the green coloring and the lack of any rational physical qualities that would make them viable animal organisms, much less allow them to advance to a space-faring species without first eliminating themselves from the cosmic dance due to their inherent stupidity which, coupled with their natural genius, would surely have been their doom many times over. In such a case the reproduction chamber, aka. the "Kuddle Shack" (Kuddle Kompartment?), could be a place of high humidity/heat and suitable soil in which to take root and concentrate all their energy into growing the spores which would eventually take root themselves and grow into new kerbals, ready to take on the universe. I would suspect that this would include a rudimentary form of genetic memory, allowing the new kerbal to not only share attributes from the parent, but also come pre-packaged with some of the skills that the parent possessed, minus the experience which would have to be experienced first hand by the new organism. As for genetic exchange, the... um... Floral Seeding Room?... would have the secondary purpose of gathering donations from other kerbals who are unwilling or unable to produce seedlings (Kerbal-Kones? okay, now we're getting ridiculous) but wish to help maintain the genetic diversity of the species. Kerbals who are ready to produce the next generation have only to enter the pod (hey, some plants produce a pod for their seeds, so it kinda fits as a name for the room... focus Gaalidas.... that's not the point we're making here...) and activate an exchange program and wait for the seedling production process to complete while enjoying a nice hibernation for a few days or so. Not only would this help repopulate an off-world colony, but could also help with air-recycling systems. The rooted kerbal, and its offspring, would revert to a carbon-dioxide -> oxygen system, and only enter the oxygen -> carbon-dioxide breathing system once they separated from the traditional plant form. Yes, I know I'm over-thinking all this stuff. You should see how long it takes me to decide what to eat in the morning. It's a gift, I think...
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As far as I know, dx11 doesn't require a mod... isn't there a command-line parameter to make it launch for dx11? same for OpenGL I believe. But, you see, if I could run with those settings, I wouldn't need anything like LOD. You kinda need to be able to run the program at a level where LOD becomes pointless to even begin to run with those more advanced settings. As for OGL... KSP just blinks between full black screen and my desktop for 5 minutes until I force it to close down.
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One does not "download" ram. Ram is hardware based.
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That's a beautiful craft. I can imagine that fuel and electric energy could become a problem on a super long flight. You might try reducing the number of repulsor pads you have on it, or finding some more efficient jets. I imagine the wing parts being used reduce the load on the repulsors are high speed though.
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[WIP Plugin](0.90) Burn Together! Alpha v7.0 (3/29/15)
Gaalidas replied to BahamutoD's topic in KSP1 Mod Development
And in the last version of KSP I could turn it on, but the one craft would not do anything and my own craft would stop responding. I'm gonna go out on a limb here and say that this was a secret feature of the mod... in which case it works exactly as planned. I'm just not sure it was the plan I was hoping for... -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Gaalidas replied to BahamutoD's topic in KSP1 Mod Development
And if you could solve the whole space-time continuum thing so we can get to work by way of wormholes without dealing with that whole time-relativity... err... thing... yeah, that would be swell. If that's too much, I'd settle for an official maintenance release to at least show that you're still active. We'll wait for about a week longer (for the new-year and all that) before we start to get worried and send search parties to your home town.. so no pressure. Just don't forget the wormholes! There, I've said it. I'm done now... -
I was playing the second video and my father says to me "that really does sound like a kettle!" to which I had to reply "Dad, that is a kettle. I moved on to the second video."
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Kerbal reproduction is a field that has yet to be fully explored. The issue is in the lack of a significant body. I have always maintained that the "body" of a kerbal is little more than a "hub" of some sort for the attachment of their limbs. The rest of the inner "body" is then contained within the cranial cavity. One theory that I like is that they breathe through their eyes, which seem to be lidless. If this is true, then reproduction must either happen within the cranium as well, or the kerbal might be an egg-layer. Also, considering there are very few differences between the male and female kerbal, if indeed there are any physical attributes to differentiate them besides their preference in aesthetics, the issue of genetic diversity becomes an important question. One thought is that every kerbal has the dormant genes to produce an unlimited number of variations, or we must assume that some sort of "exchange" is made in which either one or the other kerbal (we cannot assume that they even have a specific sexual-physical orientation that is always used to produce the offspring) combines the elements within their own body and generates a new kerbal as the output, or that an "egg" of some sort is then given the opposing genetic material and absorbs it before hardening for the growth period (think fish laying eggs, and then "spraying" the genetic data over the eggs.) If the latter rings true, then one "production" kerbal could receive the genetic diversity data from a number of donor kerbals and spread the new data between a number of potential kerbal "eggs" to ensure the stability of the bloodline. The question that comes to mind is this: do kerbals "mate" at all and, if so, do they mate for life or do they mate as a social activity? Questions within questions, and no answers to speak of.
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I've experienced similar things with those wheels in the past. In my case, however, the worst was when a single wheel part in an array of 16 medium wheels got stuck on the ground and ripped the entire craft to tiny bits. I've noticed on the large wheels that if you tip the vehicle back far enough, the wheel mesh will begin to clip with the ground. my only guess is that the area being used for the collision with the ground is too small for the total size of the wheel. Your problem, however, feels like the collision area is too low and too large for the wheel, causing it to clip with the ground before the suspension collision area can react. I'm no expert in any of that though, so it's all speculation at this point. Those large wheels are rather hard to keep stable though. They need some work to really be usable.
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Agreed, I finally got around to messing with the new editor UI today and QuickScroll made it quite painless to browse the parts,
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That's been the topic of many hours of silent contemplation. We all hope so, of course, but it doesn't look good. The original author is not exactly the most prompt in responding to issues. I looked at the code, but I can't really make any progress without a greater understanding of what the heck it's doing.
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Gaalidas replied to bac9's topic in KSP1 Mod Releases
Kinetech is news to me. It's been throwing exceptions right and left for me, so I removed it. Honestly, I've never even been able to witness the effects it provides anyway.- 4,460 replies
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I've been considering attempting NEAR lately. I installed FAR a long time ago and all it managed to do was confuse mechjeb and flip my rockets when I started the gravity turn. I have heard it's a lot better now, and simpler with NEAR to make function. As for tracks that retract, that is an awesome idea! What do you think, lo-fi? I'd say both a track that that can retract vertically into a compartment like a landing gear unit would, and perhaps one which would retract sideways, or better yet extend slightly, rotate sideways, and then vertically retract. Better yet if they had a half-way animation point where the "wheels" inside the track deployed repulsor disks. that would be some ultimate stuff there. I could even see that being useful for rovers, when/if those retracting/self-leveling landing legs come into the light. Yes, I know, I'm not helping the situation of trying to get lo-fi to publish a release. We consumers of modded stuff are never happy with what we have, are we? To get the effect of retracting, I fiddled around with an inverted cargo bay (or a regular one, when RetroFuture and/or the OPT pack came out with top & bottom opening cargo modules) and IR parts to pull some repulsors into the hull when not in use. IR parts aren't very steady though, and have some weird wobbly issues. Never did try them for parts with more complicated suspensions though. We'd need an easy way to, with one action, lower the suspensions to their retracted level and then lock them into place so that they don't try to respond to their own change in height as they are retracted. Otherwise it'll be like trying to lift a ball and chain straight by twisting the end of the chain. Gravity doesn't like it when you try to cheat it. Long story short, you come close to a broken finger if you try that. My left index finger still has a sore nerve and it's been years.
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This thingie is throwing exceptions on load, so it definitely needs an update. Here's the relevant bit: [ERR 08:56:56.261] AssemblyLoader: Exception loading 'JSIPartUtilities': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 Additional information about this exception: System.TypeLoadException: Could not load type 'JSIPartUtilities.JSIPartComponentToggle' from assembly 'JSIPartUtilities, Version=0.0.1.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'JSIPartUtilities.JSIPartComponentGroup' from assembly 'JSIPartUtilities, Version=0.0.1.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type '<DelayedLoop>d__0' from assembly 'JSIPartUtilities, Version=0.0.1.0, Culture=neutral, PublicKeyToken=null'.
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[1.7.3] Exploration Rover System by A.S.E.T. v0.3 (04.08.19)
Gaalidas replied to alexustas's topic in KSP1 Mod Development
By the way, the proper way to remove a module using MM is with: -MODULE[JSITransparentPod] {} The way you posted it most likely would not do the job right. -
I think you'd definitely need to write a plugin for that. Currently we don't have the ability to reference other part parameters in complex equations. The best you can do it maybe use some advanced MM patching stuff to reference the parameter's old value to calculate the new one, but that would be the limit currently.
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Yeah, apparently your newest release does not exist. Which means... something that does not exist does not exist. Which means... I have no idea what I'm talking about... because it doesn't exist. Do I exist? Who am I.. where am I... and most importantly... no wait... it doesn't exist... what doesn't exist? If existence does not exist... then what is this? Hellooo... is anybody there? I'm not defective... honest.... The user writing this message has just encountered a fatal error. Reason: it doesn't exist. EDIT: Oh, it exists now. Disregard.
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[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
Gaalidas replied to DYJ's topic in KSP1 Mod Releases
Negative, modular fuel tanks has yet to be fixed up properly, action groups extended as well... even QuickExit, which has had an update, is throwing out nasty errors. heck, there are tons of mods out there that are not yet updated. BDarmory has not given me any trouble yet... not that I've tried actually using any of it.