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Everything posted by Gaalidas
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See y'all, you need to take into account that if it wasn't for this ingenious individual, the world would be deprived of the wonders witnessed when standing in the presence of an antique piece of machinery, restored to a piece of beauty that the original piece never even came close to attaining, in the form of an old style locomotive. We, as mere mortals, have no right to even dream of taking such an important part of society away from the public just to fulfill our menial wish for a new part for a game. We are all fortunate, no... BLESSED... to be allowed to even linger in the footsteps of this truly magnificent being... ... Okay, you're not being fooled. Oh well, I tried.
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Module Manager is really the only way to cake this happen unless you instead create a batch file that moves the configs/assets to a folder that won't be checked by the KSP loading process and then launches KSP using a CALL command, waiting until KSP closes down to replace the moved files back to their natural locations. I'm not even sure that would work effectively considering the length of time between the start and end of the usual KSP playtime.
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[WIP BETA] Nasa IXS Warp-ship for Interstellar
Gaalidas replied to Stevie_D's topic in KSP1 Mod Development
Y'know, I honestly cannot say that there's a lot in the original render to indicate the scale of this craft. I really don't see why that saucer section couldn't contain a medium-sized hangar, and what appears to be a "cockpit" to be more like a 7-man bridge deck. Just something to mull about. -
The origins of the Jeb-bashing jokes come from way before either of us even heard of KSP... at least that's what they tell me... when I'm barely conscious... they come to me... they whisper things... very strange things... but that's a story for another place and time. As for snacks... we don't talk about where the snacks come from. They're here to make us happy, and that is all we will say about it. They're listening, I can say no more... ask me no more questions... if you value your life... .... Are they gone? Whew, that was a close one.
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That's like one of those little snow sled things... what are they called... I've got nothing there... oh well, but you know... those round things you sit in and try to kill yourself with? Yeah, that's the thing... except now with engines and no connection to the snow required for use. Exponentially increasing chance of death too. So that's what I keep hitting when I go out for pizza with Jeb... I was starting to wonder why I was waking up the next morning on the other side of the planet with a headache and a small crater 10 ft. away. I mean, the crater isn't that strange, but usually I remember what hit me. ... Assuming I remember even making the craft that I crashed that is.
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That all being said... that was weird.
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Oh that makes complete sense actually... I mean, in a universe where small green creatures, with heads that are way out of proportion with their bodies, can fly though space with rockets made up from parts they found in a dumpster that some unknown entity put there (and probably for good reason)... well, turning Xenon Gas and Fluffy Unicorns into Liquid Fuel (a rather vague description of a fuel source) makes complete sense in just about every way except for that teeny bit of rationalization that my brain insists on complaining to me about.
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LLL - Lack Luster Labs - Development Thread
Gaalidas replied to Lack's topic in KSP1 Mod Development
What's your beef with procedural stuff? Granted, I think soem of these procedural mods have gone in some weird directions, but wings and fairings are pretty simple. ... okay, so the fairings aren't simple by any means... but... okay, I give up. -
[1.2] [2016-10-28] Haystack Continued (v0.5.2.1)
Gaalidas replied to Qberticus's topic in KSP1 Mod Releases
Indeed, docking port listing/targeting is a must for this to replace Targetron, though the orbiting-body sorter really is tempting. Also being able to sort by range to target, including some sort of indicator that you can target a docking port at that range would be nice. Finally, there's the GUI of this plugin vs. Targetron, where I'd really like to see a bit better use of the box-space, such as perhaps putting the text input between the GB button and the target/switch buttons to use up that blank space and save some screen real-estate. It looks like, from the tab thingie on the top, that this plugin's GUI attaches to the bottom of the screen; Being able to attach it to other sized of the screen as well would be awesome. Okay, so obviously I'm not too demanding... just a few thoughts, that's all. It's not like those features not being present is a deal breaker for me using it or anything... well, okay, they sorta are, but really only the first one is really necessary... Okay, fine, I'm being a bit jerky... It's all Jeb's fault. He's a horrible influence on me... -
An interesting idea would be to have the option to allow the glow-strip to actually emit a very (and I mean really) small light-area around itself so it could be made to illuminate the parts around it, just ever so slightly, in the range of... say... a couple in inches from where the strip makes contact with the parts around it. Come to think of it, that would probably require a bunch of individual light sources along the length of the strip, each of which would subtract another dynamic light source from the total allowance. bleh... and I was so close to being able to add a glowing bottom to my repulsor-equipped (see upcoming releases of lo-fi's wheel mod) hot rods. oh well.
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LLL - Lack Luster Labs - Development Thread
Gaalidas replied to Lack's topic in KSP1 Mod Development
I'm really liking how this part looks, despite its lack of efficiency. -
That's quite the beast you've got there. I like how the repulsor is combined with the engine, which is something I originally thought was going on with the repulsor (which had me worried since engine-based hovering can be hard to stabilize.) This way it can work like it does on the ground, but also have the illusion of actually repulsing the craft in a sideways motion. Now we just need a way to shift all of those pods as if they were in a free-moving ball-socket of some sort so that you can turn the craft and kill the unwanted momentum to easily change your direction of travel without sliding too much.
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It's pretty simple, just install it like any other addon. I would suggest not using a mod manager to install it though. I used one a while back and it tended to install the mod, but not install all the files that it did not recognize due to the part masks not having a file extension. all other additional packs can be installed much the same way if you match the directory structure. It still works though, as far as I can tell. It just lacks configurations for all the more recent additions to the stock parts and, of course, the majority of mod parts.
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I could see this being useful even in non-wheeled landing supports if the surface touching the ground can support the craft when the craft is not matching the angle of the ground. This could help in creating landing systems that can support a craft that wishes to remain level on a non-level surface, such as the crafts that we use to create off-world bases where flat-landscape is hard to find, especially when you don't know what the final size of your base is going to be when completed. But... I'm probably explaining my vision really poorly and I tend to expand on my vision while I type. Because of this, my idea has changed drastically during the few seconds I took to type this up. That's the price of having such a strangely wired brain. I suppose this all depends on whether this is just an expansion of the animation, or if the plan is for the wheels to match the angle of the surface they are resting on no matter what angle the craft is set at (within reason of course).
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Indeed, though I will say that the modding community has really pulled together to fix their configurations to go around this issue. I have very rarely seen the "modulefixer" entry in the part details. Still, this is a necessary part of the KSP experience.
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Banana for Scale - Analyse bananas in space!
Gaalidas replied to JoePatrick1's topic in KSP1 Mod Releases
That is so deep... If I didn't have to pay attention in the rest of my class today, my mind would be blow away... completely. -
Banana for Scale - Analyse bananas in space!
Gaalidas replied to JoePatrick1's topic in KSP1 Mod Releases
Actually, lets stop for a moment and look at the facts here. This is a banana from our perspective, but one thing you fail to take into consideration is that the "banana" is the offspring of a plant which grows on the planet "Earth" and claiming that this specimen, which only resembles the banana we all know, is not at its correct scale is utterly ridiculous. On a planet which is smaller than our own moon, and oddly enough still contains the same gravitational pull as our larger planet does, we have to assume that the plant life would take a few turns in directions we cannot predict. As for keeping them from eating it, well... how do we even know that a kerbal can properly digest the flesh of this banana-like specimen? It could be horribly toxic.