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Everything posted by Gaalidas
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I also still use this thing. I loaded up KSP without it a while back while trying to fix a major bug in my installation and regretted it immediately when I hit the main menu and everything was extremely stuttery. I have encountered none of the reported problems and have not experienced any crashes due to this plugin. My only issue is that when reloading teh database (in this case with the Module Manager reload button) the mod tried to reinitialize and failed to create a native bridge. This is probably because it already had its native bridge and was using it since the game was currently displaying something that was under the management of this plugin. I did not get the chance to see if it still worked after the reload unfortunately. Just something for others to be aware of.
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BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
Gaalidas replied to shaw's topic in KSP1 Mod Releases
Forum title still references 1.6.1, so I was not aware a 1.7 existed. -
Ooohhhh.... I didn't even notice that errant brace there. This is exactly why I always run through the configs for any addon I install. I've saved myself some real problems many times by not only fixing errant braces but also catching missing closing-braces. I also have a few pet peeves in configs, such as when the minimum_drag is higher than the maximum_drag value. Most commonly it comes out to 0.02 max and 0.03 min. which seems a bit... shall we say... inverted? There's also that classic case of defining values twice such as crashtolerance equaling both 7 and 30 and they're only 3 lines apart! Most recently I've caught cases where the entire block of engine-related effects are defined under the assets block AND re-defined below the common part config block. Completely and utterly redundant. Okay, so maybe I'm just a little bit obsessive-compulsive. Now I must go pull up notepad++ and do a blanket search over my gamedata folder for improper braces. It'll drive me nuts otherwise. As for that rover body... yeah, i could see that working out pretty nice. I'm afraid I wasn't really looking at the rover body however... I still get those excited little shivers all over when I see those wheels with their individual suspensions and steering mechanics. It's just.... so beautiful!
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I'm curious... why is it that the version history on the OP only covers up to 1.41? Are 1.42-1.43 too inferior to warrant an update to their history... like Hermann Kerman? What... you've never heard of Hermann? That's good, cause no one else has. That's the point... I think... ...come to think of it... who the heck am I even?
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LLL - Lack Luster Labs - Development Thread
Gaalidas replied to Lack's topic in KSP1 Mod Development
First thoughts were not so positive, but seeing it landed like that it pretty nice. I kinda want that little thing now. -
Those are kinda cool. My initial thought was that there's a lot of sliding going on here which, in my opinion, means we're wasting a lot of energy. I have to admit, however, they are extremely maneuverable. Now that would be awesome to see in KSP. My thoughts on that related video are that it looks, from a few steps back from my screen and a bit of blurry-eye syndrome (just woke up really), that someone made a floating track set by pasting a bunch of phone books on end to the track surface and called it an innovation. That Omniball thingie looks pretty sweet though, however I worry a little when I see it jiggle while moving sideways. Seems to me there's a bit of a bug in that part of the handling that needs to be addressed for precision movement.
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Yeah, so those effects aren't too bad... just need to take control of them and have them originate only from the ends of the screws (I still feel really nasty taking about screwing the terrain), downsizing the effect considerably, and fixing the blinking. I think that was what the firespitter version was attempting to make happen. It's actually quite possible that my complaint was not in fact with the firespitter effects, but with the vanilla effects which weren't also turned off, which would occasionally smack you in the face. It's possible that firespitter splash effects were completely acceptable. It's just so hard to tell what it what when vanilla effects are so over the top, adn not in the good way. If those could be disabled and replaced completely with something else, then it might be okay.
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Honestly, when I clicked on this thread i imagined a Kerbal sitting inside the head in a similar fashion to the little alien sitting in that robotic human in the first MIB movie. Either way, this thing needs to not only be sized down, but also needs it's head to be kept at the larger size... and smushed a bit... for it to resemble something a Kerbal would sit in. Hey, this is kinda like taking the "Kerdoz the Great" add-on and making a body for it. Now that would be awesome.
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Yeah, before I got to the bottom of the page, I was going to reply in regards to Firespitter. There's something in that plugin that does the splashing effects, but I never really liked them much. For starters, when "floating" on the water, you do not need to see or hear a "big splash" every time the simulation detects that you're touching water and not-stationary. It got rather irritating and I eventually disabled it. On the topic of the Hooligan Labs submarines, from what I could tell there was a development in the plugin somewhere that could "reset" your camera from the above-world area, and thus over the collider for the water, to a default position near your submerged vehicle, and below that collider. Thus, your camera would collide with the underside of the water and not clip back to the over-world. at least, that's how I gathered it. I never really bothered with subs considering that KSP is about space and planetary surfaces, but with so little detail in kerbin's above-water world, I decided it was unlikely that the bottom of the sea was detailed enough to bother, if it even had a collider for the landscape below the water at all. Even if all that checked out, in a game that does not originally feature under-water landscapes there would unlikely be shaders and effects devoted to that environment.
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More boosters!!! It'll reach orbit if it kills us... and it will.
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I got rather hooked on the videos that it suggested I watch after that one too. they've got a hub-less wheel for a bicycle, several variations on the screw-wheel, and a sweet form of snowmobile that's basically a track with a set of handle-bars on the back. I didn't watch all of them, but I saw a few pictures of a motorcycle with only one wheel on the bottom and a prototype hover-board. why have I never seen this stuff before? Has nothing to do with having my nose stuck to a KSP monitor. Gotta be something else, surely.
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Procedural Airships development thread
Gaalidas replied to RadarManFromTheMoon's topic in KSP1 Mod Development
Kerbals have no weight you say? Then how do they still fall to the ground when you punt them into the stratosphere? Gravity needs a little help from the weight of the object y'know. We just need a way to load "Kerbals" as a resource, it would be like stuffing a bunch of passengers into a spare room in the hull and tossing them out one at a time to decrease the weight of the craft. Sorta like tossing a defiant child out the car when the fuel gauge gets too low. I mean... NO, that would be VERY BAD. Children are not a resource... they just consume resources. Whew, that was a close one. Almost got nailed by the ethics board. Y'know... Kethane had a little tool for recycling kerbals into liquid bio-matter which could then be refined into kethane... just something to think about...