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Everything posted by tg626
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[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
tg626 replied to Claw's topic in KSP1 Mod Releases
I'd just like to file an idea, while I'm thinking if it, you have a module that prevents control surface movement while out of atmo. I think that engine bells should not move if the engine is at 0 throttle. So odd to see it swing around while using reaction wheels or rcs to rotate a vessel. -
The Kerman Sisters, first kerbals to achive powered flight!
tg626 replied to Draconiator's topic in KSP Fan Works
I'd just speed it up, ever seen those old films (like this one appears to be), everyone is running around double time like a Benny Hill skit because the first movie cameras had a low frame rate... Do that, it will help speed up the action and look even more authentic. -
[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
tg626 replied to Claw's topic in KSP1 Mod Releases
I miss the SAS calming as well as the Parachute spreading.... -
[1.1.2] Kerbal Optical Alignment System v1.0.3 (5-22-2016)
tg626 replied to tg626's topic in KSP1 Mod Releases
Once you get used to it, you'll notice there is an "up" to the ports. (IE in docking cam mode, the "handle" on the docking port hatch is DOWN, and the stubby arrow on my target is "up". My reskin of the jr port, I put a green arrow at the "top" of the port.- 32 replies
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Nuts.... it took me forever to tweak the wings on the last one....
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Really? Hmmmm, loading craft saved in 1.0.5 or building new?
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Should these parts that worked in 1.0.5 work in 1.1, assuming firespitter is updated? I updated firespitter to it's 1.1 and when I load my shuttles, they kerbplode Just trying to figure out if it's a Shuttle Part thing or a 1.1 thing.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
tg626 replied to rbray89's topic in KSP1 Mod Releases
Turning off CityLights is still a matter of renaming (I name mine CityLights.dll.disable) or deleting CityLights.dll right? -
Well I'll admit the work I see at http://dev.spacedock.info/kerbal-space-program looks damn good so far, and I know there were mis-steps made - and anyone can do that. And I have no idea how far off the "new" version shown in the link above is, but in the meanwhile: This makes the editor a wee bit hard to use.... Speaking of, I'd like to make a plea to adopt GitHub's flavor of markdown. Oh, and the GitHub repository - https://github.com/KSP-SpaceDock/SpaceDock (right?) this is the new site, not the one presently displayed at spacedock.info correct?
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- totm july 2019
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@VITAS I'll excuse your temper if you excuse mine! As far as I know, the story goes: The owner (and maybe coder) of KerbalStuff decided to suspend his/her services to the community. This took the unfortunate form of simply taking the site down and putting in it's place a message outlining their motivations and the facts as they perceived them. At some point later a Torrent link appeared containing the sum total of all the files once hosted on KerbalStuff. At some point later then that you opened SpaceDock and after a short time it appeared to essentially be a rebranded KerbalStuff. I assume you obtained the code from GitHub. More recently there were changes made, then reverted, then published again after some bug stomping bringing the SpaceDock site to the state that it is in today. Now, my view point: It was obvious to me that some bad decisions were in place at KerbalStuff long before it closed. The biggest being that it would take ages for various thumbnail images to appear on the front page, they would slowly appear line by line from top to bottom, giving the impression of a very large image that was being presented in a much smaller resized image. It would also at times take ages for pages to load. I have no idea if this was bad coding, or overloaded servers, or just what all. Even so, it was working as it was. The way things are at SpaceDock at the moment appears to be a significant step backwards in that regard. You say you do NOT want to emulate KerbalStuff however the UI and general flow worked as it was so I'm not sure why you state that. Perhaps because you've been wading through the code, you are left with feeling that it is a bloated kludged together incomprehensible mess? Whatever the reason for that opinion, what ever the reason you open your site using the old code you don't wish to use, it's been done. Were it up to me I'd leave SpaceDock as it was, a clone of KerbalStuff, until a new system was fully ready to be rolled out, and then and only then deploy that new system. What you seem to be doing at this point is testing in a production environment, which in my view is tantamount to deciding to see if a bare wire sticking out of the wall is live or not by standing bare foot in a puddle of water and sticking the wire in your mouth. Yes, you'll find out if it's HOT, with a lot of unneeded consequences in the process.
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- totm july 2019
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Then why did you start with their code?
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Non-sequitur as it was better before you switched to the current multi-game front end. Best practice would have been to stand with what you had before - which was closer to KerbalStuff - and roll out the new WHEN IT WAS DONE. At the moment your telling me that the reason for the systems current UI woes is that it needs to be rewritten - then why the [censored] did you roll it out to begin with?
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- totm july 2019
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Less then 992px width trips a one layout fits all answer for mobile screens and tablets... All using small images overly upscaled to the point of being completely blurry. Admittedly this is better then back on KS when you had 2400px wide images being downloaded into your browser no matter how small the presentation size was but still.....
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- totm july 2019
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Here - follow this awkward template where you are only left with 40% of the overall space to have any meaningful image Here - Have a content editor with no icons for buttons (missing images) and non conformal markdown Here - Have a system where the image as it stands fits perfectly in the editor, but tiles on the presentation page Meanwhile the webmaster will be off perfecting a bunch of 2.0 "features" that offer no real substance... These reasons and many more are why I am going to GitHub as my "repository of choice", using KerbalStuff was annoying - Spacedock has become rage inducing... No more. Between this increasingly laughable effort (FIX WHAT YA GOT - THEN BUILD NEW) and all the "new kids" showing up lately, smelling death in the air and blood in the water I'd surmise, the whole "community driven mod hosting" landscape has become utter s...
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No worries, I haven't updated SpaceDock yet - https://github.com/TedThompson/Docking-Sounds/releases
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Mod Version: ??? KSP Version: ??? Do you have any other mods installed?
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[1.1.2] Kerbal Optical Alignment System v1.0.3 (5-22-2016)
tg626 replied to tg626's topic in KSP1 Mod Releases
There's also a modest re-skin of the Clamp-O-Tron JR because it looked so bloody awful close up in the cam...- 32 replies
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Released for 1.1 as KOAS here ->
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[1.1.2] Kerbal Optical Alignment System v1.0.3 (5-22-2016)
tg626 posted a topic in KSP1 Mod Releases
Kerbal-Optical-Alignment-System Adds an optical sight and target to stock docking ports in Kerbal Space Program(tm). Motivation I wanted to 'kick it old school'. Back before KSP I experienced this sort of seat of the pants docking in an Apollo simulation created for Orbiter (a great open source space simulator) and I wanted to be able to do that in KSP. I also felt like something was lacking in the stock game when it came to docking. Magnetic ports do forgive some amount of inaccuracy, but I felt we should be able to be more precise. I made every effort to make this mod a incognito as possible, try to add it in to the game so it seemd like Squad did it themselves. Installation Be sure to have the latest version of ModuleManger installed! Upzip it into your GameData folder, as with most other mods. API Reference If you wish to add this mod to your own parts (or your favorite parts) follow these ModuleManager config examples: Adding the Camera @PART[dockingPort1] { MODULE { name = DPCamera cameraName = DPCam cameraForward = 0, 1, 0 cameraUp = 0, 0, -1 cameraPosition = 0, 0.12, 0.0 cameraFoVMax = 80 cameraFoVMin = 80 cameraMode = 1 } } Adding the Target @PART[dockingPort1] { MODEL { model = Squad/Parts/Utility/dockingPortShielded/model } MODEL { model = FP_KOAS/Parts/DockingTarget/COAS_Target position = 0,0.11,0 scale = 1,1,1 rotation = 0,0,0 } !mesh=DELETE } Note that in both cases the values in "Position" will likely need to be adjusted to get the eyepoint and target models in the right place. How-To-Use Simply right-click the port of the craft you are flying, choose "Control from Here" so the manuvering keys work correctly, and then "View from Here" to be taken into "Docking View". To exit, just do as the message on screen said and hit the "Camera Key" (default 'c') as a bonus, the next / previous vessel keys (default '[',']') will also "pop" you back into the external view. Contributors Guru's who answered my questions: JPLRepo sarbian Warezcrawler Padishar Authors whose plugins were studied for clues and code: Albert VDS bernierm License GNU GENERAL PUBLIC LICENSE V3 dated 6/29/2007 Download / Source Download Source- 32 replies
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Suggestion: Put a LINK in your original post.
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The contract briefings...They suck.
tg626 replied to cubinator's topic in KSP1 Suggestions & Development Discussion
No offense intended, but I thought it was the result if an author who didn't have a full grasp of english... some of them read a bit like engrish translations of Asian instruction manuals. -
Btw HGR has a nice one that's good for the 1 kerbal pod
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I'm thinking of yhe community level. It's clear that your site is neither curse nor spacedock and I'd advocate to keep it that way.