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Everything posted by Sky_walker
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Sky_walker replied to cybutek's topic in KSP1 Mod Releases
Suggestion, if I may: Add energy supply, demand, time remaining display. Similarly to the one that exists for air intake. Obviously it'll help balancing your energy (especially on a night side of the planet), but more importantly - it'll help balancing Xenon engines without counting everything manually -
I really like the effect, well done Amazing that noone thought about it earlier. Nah... make it happen! hehehe - it suits this mod beautifully.
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The most common excuse used by people who don't understand the meaning of words. Actually, they're not. Or at least - weren't until clueless people started to misuse them. I admire your optimism thinking that it'd go anywhere else than into Junk folder. Open letter got at least a chance of being read by game testers / moderators / general public. Don't feel special - good 90% of people did. KSP is on sale so often that you rarely see people coming here saying that they bought KSP in anything else than a sale. He paid for it. It's not free. He bought into an early access game, which means he paid for a future development of the game. You'll have to wait for Unity 5 to be released before having any hope for major performance improvements in KSP. Sadly SQUAD choice of an engine wasn't good when it comes to performance. It works great for modders, but that's pretty much it.
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On my first afternoon in KSP 0.25 I played hard difficulty and ended the fun around in-game day 13 visiting Mun and Minimus, having unlocked almost half of the research tree and still owning 600k cash. And I wasn't limiting myself with unlocking technologies for cash. I got everything I need + tons plenty of parts that I might need at some point in future. I guess if I would limit myself only to the parts I need I'd have over 1.5m on account. Oh, and yes - I did use funds to science for a moment, but when found out how ridiculously broken this thing is - I instantly turned it off. Besides - remember that you cannot go bankrupt in KSP. It's impossible. This game got a broken design, so no matter how much you f*** up - you'll still end up winning (carebears FTW). We had a guy on a forum that intentionally pushed himself to bankruptcy - announced it on a forum, just to find out two days later that he basically discovered a fountain of infinite cash. I found the mistake you make: Unlocking every part. Why on earth would you need _every_ part?! Just unlock what you use. If you're in the editor you can right-click on a part to lock popup and then press a button in it's lower-left corner to unlock the part if you need it. See - there is even no need to exit the editor.
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Yes, high-gimbal engines would be a great thing to have. Every engine in KSP looks like a joke in that department comparing to space shuttle engines. Yep. For descend. Yea, I flew it only twice too. I'm not a huge fan of a rockets that require constant manual corrections all the way to space. Even with RCS on I couldn't reach stable orbit
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BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
Sky_walker replied to shaw's topic in KSP1 Mod Releases
That's a shame. But thanks for help shaw. -
Do you play KSP with the Steam or the KSP Store version?
Sky_walker replied to CaptRobau's topic in KSP1 Discussion
I bought it through 3rd party (Humble Bundle), got it on the Steam, but never use that bloatware to run the game - got a direct shortcut for that. So... I guess there is no option in the survey that would work for me. -
TL;DR: From a customer point of view - demos are a great thing. From a developer point of view - quite contrary. That's why we don't see demos any more. There we go, saved you few minutes of your life. BTW: My favourite comment:
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What would you want in the next update (0.90)?
Sky_walker replied to EvilotionCR2's topic in KSP1 Discussion
Girders are the best floatation devices in KSP. Cheap, long, very high resistance to collisions, floats beautifully in water even though every sane person would assume it's going to sink. -
the new cargo bays are too small...
Sky_walker replied to JtPB's topic in KSP1 Suggestions & Development Discussion
SLS-sized cargo bays! MAKE IT HAPPEN -
DRE FAR/NEAR or something fixing the atmosphere Procedural Fairings (related to one above) Kerbal Engineer Snacks! or something else that adds life support Other than that.... Various mods adding sounds where they're missing (rover wheels, RCS, Chatterer mod) Distant Object Better Atmospheres / anything that adds clouds RasterPropMonitor or anything adding screens to the IVA And several other mods adding quite important gameplay elements, such as rebalancing tech tree, contracts, adding functionalities to the probes, adding range limitations to the antennas (AntennaRange mod), few functionalities from KAC would be good too, possibly Kethane pack (though I would change a lot in it before implementing that into the stock game), Perhaps SatScan, simply because it adds plenty of fun with exploration after visiting the planet or moon, which isn't there in KSP right now. What I would NOT want to see in KSP... B9 or other spam-me-with-random-parts mods, MechJeb, Achievements mod, Interstellar or any of the sci-fi (or as many people call them here: "near future") mods, various parts packs that look like taken from some other games (eg. USI Kolonization Systems which looks ugly as hell or SovietRockets mod which in no way fits any existing KSP ascetics), DangIt or Engine Ignitor, MechJeb, Kerbpaint... did I mention MechJeb?
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BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
Sky_walker replied to shaw's topic in KSP1 Mod Releases
Ok, I took EVE skybox to debug it, as it's the clearest one with most obvious merge points, and... to my great surprise I found out that the reflections are off by 45 degrees. o_O If I'm having Kerbal look straight into one face - and I see two faces reflected (eg. I have Kerbal look straight at PositiveX, but the reflection is showing me PositiveX and NegativeZ contacted (if I remember names of faces right) instead of PositiveX in the middle). I feel like giving up on that - I have no idea how to rotate the thing by 45 degrees. @shaw - is that even intentional? Or did I just found a bug.... -
BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
Sky_walker replied to shaw's topic in KSP1 Mod Releases
@shaw - it doesn't change anything. My bottom face is basically a black square with 2 barely visible pixels, so rotating it this or the other way around makes absolutely no difference to the final outcome. The galaxy core you can see on a screenshot is left face (\EnvMap\NegativeX || \Default\GalaxyTex_NegativeX ). [edit] Perhaps it'll make it easier - I uploaded textures (both: main and envimap) http://upfile.mobi/644944.ae7be26cdaa742ca148068d5ac90eaca To clarify: it already includes bottom face rotated 180 degrees -
BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
Sky_walker replied to shaw's topic in KSP1 Mod Releases
I need help resolving the mapping between EnvMap and GalaxyTex I have both textures up and running, however in no way I can get proper reflection. Instead it's... as if I could see through the helmet (picture below). What I did first was simply copying my GalaxyTex_ files into \EnvMap directory, rescaling them and renaming, but that obviously didn't work. Then I went to the first post of this topic and, double check me here, here's the mapping I found: I renamed my files according to this plan, flipped them vertically as described, but it didn't work either - though look at these marked with star - it's being swapped around only on Y axis? I'm confused why is that. Here's a sample pic - in visor you see the core of a milky way while what you should see is nothing more than a few stars reflecting: Anyone can help me with that? -
Filters along with search functionality have been suggested numerous times. KSP interface is far from optimal. But that got relatively little to deal with game modes, so please, don't mix topics. Besides: You can learn parts just fine from toying with the sample crafts that are included in sandbox. That's how I took my first steps in KSP, so it obviously works. And finally: Devs said that they will expand tutorials, so expect more and better introduction to the game as we'll get closer to 1.0. Right now they're working on a core part of the game. Sandbox is already done. It's an old problem with a roots in a fact that someone somewhere had an idea that player shouldn't be able to bankrupt. Noone fixed it yet.
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That was truth ages ago, now "training wheels for new players" are tutorials or sandbox mode. Having an option to manually change the game balance isn't an excuse for poor balance in default settings. Democracy 3 already made that mistake and paid with bad reviews, though the "bad" balance out there was nowhere near as bad as what we have here now in KSP. Yes, KSP might need that in a long term perspective, however devs are very much opposed of such idea - resources, life support, basically: everything that makes player-build bases on another worlds along with rovers a useful thing in the game. Heck - so far we can't even get them to make probes genuinely useful and an integral part of game progression. Everything is purely kerbal-centric and there's literally no advantage in sending one-way probe mission over one-way kerbal mission. Quite contrary: sending kerbals everywhere (regardless if one-way or returning) is the most optimal way to progress through the game.
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Victory conditions for career?
Sky_walker replied to Pawelk198604's topic in KSP1 Suggestions & Development Discussion
Finish a tech tree. That's pretty much the most commonly accepted "victory condition" for career. What you do beyond that is up to you. -
Where did the control surfaces go?
Sky_walker replied to lukeoftheaura's topic in KSP1 Gameplay Questions and Tutorials
They're still in aerodynamics tab. Old surfaces where white - new got a black border on the edges. There's plenty of them. -
All I see is babbling nonsense. Erm... capsule... looks like... capsule?
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For me it looks like you really want to make NASA look silly while there's no reason to. No, it's not about graphics, and not just a "rest" of a video but rather: whole of it. That video is whole magnitude more realistic and physically accurate than anything you ever seen in stock KSP. Heck: in some ways it's more realistic than modded KSP.
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It's "thrust" discussion all over again.
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No he doesn't. Spacecraft is already on descend trajectory. He is clearly using thrusters to move capsule away from the service module. Notice how short is the burn. You're seeing things that are not there. BTW: That video got by far more realistic reentry than KSP.
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Glimmers and longer range physics
Sky_walker replied to bendeezer's topic in KSP1 Suggestions & Development Discussion
Definitely would be a nice thing. Sort of Distant Object mod in a stock game (especially now when D.O. is riding a bumpy road with development). Physics bubble slider would be a very nice thing to have too. Especially for these multi-stage rockets.... making it large enough should give you enough time to land at least some of the 1st stages before game vaporises your main rocket.