-
Posts
102 -
Joined
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by kimiko
-
[WIP][1.0.5][Beta 0.1.4] N.A.N.A. Sinking About
kimiko replied to kimiko's topic in KSP1 Mod Releases
New Release Beta 0.1.4 Added all major parts from Martime Pack. Added moding flexibility (check out description). Fixed some alarm warning issues. -
[WIP][1.0.5][Beta 0.1.4] N.A.N.A. Sinking About
kimiko replied to kimiko's topic in KSP1 Mod Releases
Unbelievable.... At least I have many cores, but that doesn't really help with anything in KSP... -
[WIP][1.0.5][Beta 0.1.4] N.A.N.A. Sinking About
kimiko replied to kimiko's topic in KSP1 Mod Releases
Awesome!!! Not sure, apart from the hull, superstructure and engine, I always end up making some kind of antenna/conning tower, a stack (chimney) and a bridge-looking thingy. Anything in that category that doesn't involve using dozens of smaller parts (which is how I'm doing it now) would be delicious! : D Edit: (yes, I got an age old computer xD). -
[WIP][1.0.5][Beta 0.1.4] N.A.N.A. Sinking About
kimiko replied to kimiko's topic in KSP1 Mod Releases
Awesome, can't wait for that! : D Also, a bit of topic, are there coming any shorter versions of the Modern Superstructure Front? I'd love to make an Aegis lookalike. xD Awesome! I'll check it out when it's available. If you put it very clearly in the description/title/etc. what constitutes a "hull part"(are in contact with water) and what is a "superstructure part" (should not be contact with water) it would help immensely with adding this mod. There is an issue with hull internal parts since they are neither hull parts nor superstructure parts, yet are in constant contact with water (because of how KSP physics work), but I'll add flexibility for that in the next update. -
[WIP][1.0.5][Beta 0.1.4] N.A.N.A. Sinking About
kimiko replied to kimiko's topic in KSP1 Mod Releases
Thanks! : D I was actually hoping someone else would make it, but alas! : p There is something very charming about the Maritime Pack parts, so I'll leave them in for now ahaha... Thanks! : D Yeah, I had a look, but there are so many parts I'm not entirely sure yet where to start applying the configs for the add-on (not to mention which parts to "remove"/reconfigure for getting rid of redundancy). I'll be looking into it! -
[WIP][1.0.5][Beta 0.1.4] N.A.N.A. Sinking About
kimiko replied to kimiko's topic in KSP1 Mod Releases
New Release Beta 0.1.3 Guidance Switcher now works (added config files to several parts). Fixed Clearance auto disabler. Fixed folder hierarchy. Added flag for good measure. Added more SeaWater capacity for Large Boat Parts. Added more Warhead Switcher config files. -
[WIP][1.0.5][Beta 0.1.4] N.A.N.A. Sinking About
kimiko replied to kimiko's topic in KSP1 Mod Releases
New Release: Beta 0.1.2 Added sinking support for the Large Ship Parts add-on. Nerfed Large Ship Parts parts to be more explosive. Tweaked Maritime Pack parts. Added support for superstructure parts (will take on water if in contact with water: beware of capsizing). Added various effects for launching with the MK41s. Buffed MK41 to withstand ship being dropped into water, and jumping bug. Added right-click warhead switching (Some missiles now have a Nuclear Warhead option). Added clearance auto-disabler for RAM Launcher Turret (to launch various of things that usually doesn't work when it's on). Added guidance switcher for missiles (only for experimenting at this time, no part currently has it implemented, DIY). Changed alarm sounds. Tweaked lots of code. -
N.A.N.A. Sinking About Warning this is a W.I.P Some things I made while testing out BDArmory (and boats). It's main functionality is adding sinking support, but does some more than that. If you don't need it just delete/edit the config files. What does it do?: Part Sinking Capability: Certain ship parts now have the resource "SeaWater". If the temperature of the part reaches a certain threshold and is in contact with water, it will start take on water, get heavier and eventually sink. On the other hand, if the part is not in contact with water, any SeaWater inside will leak out. If the temperature drops below the temperature threshold it will stop take on water. However, if a hull part connected to another hull part explodes the connected part will take on water permanently. Superstructure parts will start take on water if they come in contact with water. Sinking Alarm: Adds a Ship alarm module which can be found under the Utilities section (copy of the Barometer). If attached to the ship, it will warn you when your ship is damaged enough to taking on water, as well as give you a warning when you have armed a weapon. MK41 VLS Clipping Functionality: MK41 launchers from Malfunc Weaponry can be clipped into its parent part (e.g. the hull) without obstructing the missile inside. It also adds some fancy effects when launching. Note: The MK-49 launcher has to be attached to to the part it needs to clip through, I.e. the hull. Various fancy visual/sound effects are also added. Attachment Points For Vertical Launching: Adds attachment point for vertical launching for an assortment of missiles that I often use (also includes parts from other BDArmory mods if you have them). Large Boat Part Nerf: Nerfes parts in the Large Boat Parts mod. Warhead Switching: Adds warhead switching for several parts. Cargo bay automatic clearance disabler: RAM Launcher Turret from Malfunc Weaponry now has a built in clearance auto-disabler, for launching things that normally doesn't work. Missile Guidance Switching: Adds missile guidance switching for several parts. Flag: Adds the N.A.N.A. flag. Some details: More config files may come in the future as I play around with other parts. ChangeLog Required add-ons: BD Armory Module Manager Maritime Pack (not necessary if you are creating your own config files) Malfunc Weaponry (necessary if you want the MK41 launcher) Large Boat Parts (not necessary if you are creating your own config files) Download Or Download License: Reserved Source
-
I'm not concerning myself over the whole kerbalstuff vs. curse issue, that's another thread. I'm interested in the future of KSP. And, honestly, it is indeed our business. We, who play the game, are as much stakeholders as anyone else.
-
I'd say that's a reasonable assessment, although I'd think the managerial team would probably be a bit cheaper and smaller, since it's indy. Even so, with that sort of money, one could easily attract an investment bank, and start expanding. Of course, at some point you'd probably not be indy anymore... Regardless, I'd think that the seeming profitability rate doesn't exactly reflect the development speed, or at least what could have been if certain investments in both marketing and development were done (assuming it was somewhat successful investments). What do you think?
-
It was cheaper before, as I indicated. I did buy it cheaper long before the beta. And I have no idea what the discounted sales account for. Despite not taking into account price variations, it's should be reasonable to assume (if you trust Steam and Squad to have some grip of their own economy), that there is a substantial income compared to their assets, I.e. high profitability. The thing that strikes me (and somewhat worries me), as you said, is that it's run like a one man show. However in contrast to Minecraft, MC had a lot faster development cycles and a considerably lower adoption threshold, which arguably led to way higher growth rate as because of the WoM-effect. Without growth a company will eventually stagnate, which would mean the end for KSP. So, considering KSP have yet to include an "up-to-date" game engine, and is still lacking a lot of content that was intended to be there, it surprises me that Squad haven't taken noticeable steps to increase growth despite seemingly having potential investment capital to do so. I remember Minecraft was quite quick to reinvest as soon as there was growth potential. I even remember seeing pictures of the company growing from one man's apartment, into a continuously expanding studio, into what it is today. During that period you could even see the dates between updates getting shorter and shorter. That being said, due to the complex nature of KSP's gameplay, it will always have a handicap compared to other games. However there are other steps that can be taken to increase market share and stimulate growth regardless, but I don't see it yet (at least not in the blog). The point I'm trying to make out, is that if it's really the case that they have a ton of money, where does it go? Not into development it would seem... And with today's economic climate, reinvesting should defiantly be more encouraged than saving. (not sure I understand what you mean by mods, but I make and maintain some mods, and I neither pay or get paid)
-
As Kerbalstuff (KS) has shut down, there was a "fun fact" at the end of the shut-down notice, stating that the sales figures of KSP is estimated to be about 1 million copies, though actual figures are seemingly withheld. To me this would seem like a small sarcastic jab to Squad as such a figure would indicate that Squad is (relatively) loaded with money, but cannot contribute to keeping KS alive. So now I'm starting to wonder is it really the case? As I understand it (correct me if I'm wrong), Squad has only a handful of developers hired, a few managerial positions (marketing, finance, accounting etc.), a few external developers (whom I suspect are not permanently hired on limited contracts) and a few forum moderators. I would assume there is an office (fully equipped with hardware, software and normal "office"-facilities) which would account for a certain amount of assets and renting expenses. As for other expenses, they would probably subscribe to various hosting services, Curse, software licences, Unity, various other licences (such as music etc.) etc. They probably also pay royalty fees, not to mention Steam claims a certain amount. All this considered (plus other things I haven't mentioned that which has an associated cost), it is normal to assume that the majority of the expenses in the(any) balance sheet is tied to the human resource compensation, which in this case is relatively small. Marketing costs should be low considering it's only available in two (online) outlets, and advertisements are seemingly few. As far as I know Squad does not seem to be tied to any investors or publishers, at least not venture-capitalist investors (perhaps an angel investor?), or else there would defiantly be a lot more speed on the development cycles and more staff hiring. Perhaps a bank loan would account for a certain amount of liabilities with connected expenses. Also, Squad does not seem to have public stocks. So, for 40 USD (though less before) * 1 million copies, a relative small company, with (seemingly) little marketing, no (aggressive) investors and no public shareholders, it would seem like a pretty overflowing income statement. If these assumptions are accurate, why does it seem like KSP development is running on tea and biscuits? With very little focus on growth and market-share. Or am I totally off?
-
I see! I'll look into it! Just to make sure though, you are on the latest version right? Shouldn't be a problem with IR, although I haven't tried yet.
-
Thanks a lot! For that small of a ship it wouldn't seem to be some sort of a wobble/flexing problem, unless animated parts in a mod somehow changes the rotation of its attachment node in relation to its attached part it could cause it to catch fire. I don't recognize any mods like that on your craft though. It was when you used RCS right? Did you turn on RCS right after it had loaded or did you wait a few seconds. ( I'm trying to figure out if the problem could have occurred because of the loading, or the RCS). A lot of weird things happens during vessel loading, before we see the actual scene. There are only 5 events that can trigger a fire: overheating, connected part explodes, connected part is on fire, exhaust damage or flexing. And the usual suspect is flexing/wobble/rotation. So if it isn't that, perhaps you have a mod that causes RCS to have exhaust damage and it somehow hits the craft? Which part was it that caught fire?
-
I actually thought of that myself, but thinking of it gameplay-vise it's a bit clunky to implement as most of the time things would probably explode before the firetruck would get there. Perhaps I could extend the time it takes for a fire to overheat a part, but that would subtract from the emergency-feeling, which is sort of the purpose of this mod. Kerbal Krash is compatable, but it does not integrate with the damage and leaking variables. Destruction FX is also compatable, but not integrated. Yeah, Baha gave his permission to use it, but I haven't found an opportunity to use it yet. That sounds like it could be a bug. Would you care to elaborate? Did the spacecraft glow blue at some points before the fire (and/or was there a creaking noise)? How big was your ship? Did it wobble? If you could post a picture of your ship as well, that would be great! The mod will check for structural weakness, I.e. if the ship is wobble and flexes a fire (or electrical shortcut) may occur from that. Though it probably needs a bit of tweaking if your ship wasn't wobbling that much. If it wasn't because of wobbling, it could be some sort of bug. Sorry about the development speed, a bit busy lately trying make a living : P 1 Kerbals will not catch fire. Don't think that would contribute to the gameplay in any way, other than the spectacle : p 2. The risk factor is actually sort of a percentage. Every time there is an event that may cause fire, a dice from 0-100 is thrown, and if the dice number is less than the risk factor number a fire will occur. 3. Probe cores has a very low chance of anything happening to them, although, most of them have electric charge which means there is a battery inside which is flammable. If you drain the battery (e.g. in VAB etc.) the risk factor will lower considerably. Also if it should "catch fire" it will not actually catch fire, but short-circuit, so you will see only sparks (and smoke). It will drain electric charge, and probably "douse" itself quickly, unless you have something other flammable close by. 4. If you're close enough to the sun to overheat a part it will probably catch fire as well, as a fire likely to occur while overheating. If you're referring to "space weather", e.g. how hot it is on the sun-exposed parts, CMEs etc., I have been thinking about it, but likely not going to happen, as it would probably be too much "random" occurring fires, which I'm trying to avoid. Perhaps in the future. 5. As @FungusForge said (bellow). Fires in space will not occur unless it is connected to any oxidizing material. Although there is a small chance short-circuits may occur and cause overheating, but it will quickly disappear when in space. Also, the mod tries to predict fuel lines as well, so if there is an oxidizer line (or monoprop) going through the subjected part which normally would short-circuit, it will probably catch fire in stead. 6. That's a bit too much I think. Although I see your point about not caring too much about your kerbals. In fact players who doesn't care are probably not going to use this mod anyway. Since, it's the part about caring for your kerbals, and panicking about saving them when a fire occurs that makes this mod fun : p. And I do actually care for my kerbals! So much that I even use the Final Frontier mod : p. I also use mods like MKS and Extraplanetary Launchpads (which utilizes kerbals skill and exp) so I care even more! At some stage though I am planning to have kerbal skill and experience level reduce the risk factor (for both flying and ground control (i.e. hired, but unused kerbals at KSC)) so then maybe we'll care a bit more : D Thanks a lot for the bug report. I'll see to that getting fixed. It's probably because it mistakes KAS wires, tubes and such as "wobblyness". The mod is implemented using Module Manager which applies the mod to all parts using the .cfg file (which opens in notepad). You can use the instructions here to exclude parts and mods. I am going to hardcode this for the next update though. EDIT: check the first post for more info about how to edit the cfg file Actually, the fire extinguisher and the water curtain have two different functions. The fire extinguisher (tank) you attach to your craft, and then activate it. When activated it will automatically try to extinguish fires when it occurs, anywhere on the craft. Having it activated will drain a small amount of power. The water curtain (with built in sparkler), or the "sound suppression system", is explained here or here or here. The sparkler can be seen here, and is used to burn off excessive fuel. In the game though, it's not that advanced, it just gives you a few seconds with halved risk factor, and it's a two-in-one part. Basically, you connect it to the launch clamp, and activate it (with staging) and launch after the long beep.
-
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
kimiko replied to nightingale's topic in KSP1 Mod Releases
I've just tried something that may support this. First of all, on stock KSP, with no mods, career mode with default everything I have about 90 FPS when launching a mk1 command pod from the VAB (not touching anything after launch, and waiting until it stabilized). With CC (only) installed, it will be stay around 25-30 FPS. (This is also almost regardless of the mod package I usually play with, which includes scatterer, EVE and 50+ other mods. without CC this mod package will hover around 37-42 FPS). However, the interesting part was that whenever I would launch => go back to the space centre/retrieve the pod => then launch again/go back to the previous pod I would loose approximately 1 FPS. This would happen every time I repeated. The loss seemed to be somewhat invert exponential, as it required more reverts to go down 1 more FPS for every time it went down 1 FPS. I tried all the way down to 10 FPS, then I got bored. Although it may not explain the initial drop, I hope it helps with something... Perhaps it's ram dependent, or some things are not destroyed properly with scene changes/etc, or certain gameevents fires half a dozen times for no apparent reason (they do with me >.>) ... (Also, I haven't really played any KSP in almost a year now so I'm not sure if this is an issue with the latest update, or if it may have been there... or if it's only me who have this issue...)- 5,206 replies
-
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
kimiko replied to nightingale's topic in KSP1 Mod Releases
Win 8.1 And, DTL was in my list as well.- 5,206 replies
-
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
kimiko replied to nightingale's topic in KSP1 Mod Releases
I can report, (perhaps!), similar issues. I lose about 10-30 FPS, depending on whether or not I have other mods installed. However, in my case it does not matter whether or not contract packs are installed or not, only the ContractConfigurator folder needs to be installed. At first I thought it was a mod-conflict issue (and perhaps it is). After removing the mods (except CC folder), the problem still remained. I therefore tried it on a fresh installation, and it worked perfectly (with and without only CC installed). Then downloaded a new copy, installed all my mods, tried it, problem occurred again. Then removed the mods and problem remained. In either case where I encounter the problem the debug menu shows no throws. And I'm starting to suspect the problem may be because of something outside the Gamefolder. Perhaps with the game settings, or the saves, or even the part PartDatabase (although this is quite speculative since I have no idea what CC references). I've tried for a couple of hours to narrowing down the problem, but I have yet to find the cause. It may seem that some, other mods alter something outside the game folder which causes this frame-drop to happen. Perhaps it's stuck on a loop while referencing something another mod has altered? (again, very speculative).- 5,206 replies
-
Thanks for providing! : D If you have some you think are good show-off material they would be more than welcome on top of the thread! : D Beta 0.1.5 Released! Download on top! Changes: - Various fixes - Collisions are depreciated for structural hazards (Practically works about the same way). - Wheels are excluded from structural hazards (Because they are wheels). - Increased threshold for structural hazard sounds, and now have variable pitch. I.e. should sound less, and be less annoying!
-
Beta 0.1.4 Out! Download link at the top. Changes: -Splash damage fixed. -G-force risk added. -Dynamic Pressure risk added. -Fixed threshold and volume for structural hazards (creaking sounds should be less frequent, and have lower volume). -Added upper limit for structural hazards. Doesn't react to unreasonably high bending when decoupling and loading. Please post some pictures if you have any : D
-
Noted! Yay! Pictures : D Do it! : D
-
BETA 0.1.3 Released Download link at the top. Changes: - Fixed Panic Alarm Handler. - Lowered risk of certain fuels. - Fixed dousing events. - Updated cfg-file. - Added structural hazards. - Sprinkler/sparkler system added. - Battery risk factor increased. - Various fixes.
-
Sadly, it's not that great. It just have a varying risk factor xD For now.. It was referring to the consumption on the fire extinguisher system. Although I did buff the risk factor on the battery a bit! : D
-
Parts relative rotation an position to parent
kimiko replied to kimiko's topic in KSP1 C# Plugin Development Help and Support
This helps a lot! It's a lot more complicated than I expected. Thanks! : D Amazing! This seems to be exactly what I was looking for! Thanks! -
The code is quite rough at the moment, and I'm operating with a bazillion variables and I haven't fully control over everything myself, but It needs to stay that way until I'm sure I have rooted out some more bugs, or my finger is going to fall off from scrolling... However I plan to make it available in the config file when when things are more tested and sorted out : D : D Engine splash damage is exactly what you said! : D But it's tied to a random generator, so it won't happen all the time, unless it's full of fuel...