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Norpo

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Everything posted by Norpo

  1. @Jimbodiah, Colliders are how the game knows how a given *thing* (In KSP, usually a part, or building) should collide; it doesn't magically know how the part or model is shaped, it needs an extra collider to calculate collisions, using a collider if two parts bump into another the game knows how they're shaped, so they don't just pass through each-other, or hit each-other before the actual models hit. It can get a little more complicated than that, but those are the basics. Now you know! (and knowing is half the battle!)
  2. I've never really quite understood *why* the early action group limitation is there. I mean, action groups are mostly a quality of life thing for solar panels and the like. The only other things I've used action groups for are for spaceplanes and toggling a bunch of jets, but that's a bit of an edge-case and it could be argued that limiting that is just arbitrary. Besides, once you have that many jets, you've already upgraded your hangar to have less part limitations, which gives you action groups, so it's not even a problem.. Also, what's preventing you from just using the Abort action group for solar panels? That way you don't even need to unlock the custom ones, which is the problem with limiting controls; there's a different workaround, but that workaround probably isn't fun and you'd probably want to use the action group anyways. Not only that but action group limiting/unlocking is shoddily implemented as others have mentioned; if you just import a craft from a Sandbox save then you can already use action groups. Although, a similar argument could be made for the pilot controls, prograde and retrograde holding are mostly quality-of-life controls (at least, they would be, if they worked well), so that may be the kind of thing SQUAD wants in their game.
  3. I like KerbalStuff. I've used it on both sides (publishing and downloading) and I can't say it's bad. It's great. The only problem I had was when I was publishing a mod for the first time, and that was a PEBKAC error; I was uploading a .rar file when it said it wanted a .zip. Curse has a bad interface (opinion) and the whole delay for downloads thing is annoying (opinion, though probably near-universally shared), I can't say what it's like for mod developers, though. I prefer KerbalStuff's user experience in general to Curse. I can't say what it's like publishing a mod through Curse; never done it through them, but on the downloading end I prefer KerbalStuff. ...But I don't dislike Curse enough to say SQUAD should switch. Who knows; maybe they made a deal where Curse has to be their "official" mod source, or they pull the plug. Not to mention KerbalStuff's long-term stability is shaky. Sure, it's open source so in theory any regular joe (with knowledge in web hosting, so not quite average joe) could pick it back up if the current KS owner decides to drop it, or can't host it anymore, but if that happens, then who knows, maybe nobody picks it up, and KerbalStuff goes offline forever. Curse probably won't do that, it's a large company so it has more stability. It wouldn't look very good if KerbalStuff was the official mod host and it suddenly went down... That said, as a mod host, ignoring stability, I prefer KerbalStuff. A good no male bovine feces mod host. I can't personally vouch for it's download speeds being "slow", as with a 1 Mbit/s connection (that's 1 Mbit, around 128 kilobytes, not one megabyte) any advantages of the host having more bandwidth would be completely useless on my end. Really, I can't make a yes/no decision without knowing exactly *what* deal SQUAD made with Curse. Both have pros/cons (most of Curse's pros are stability/from SQUAD's viewpoint, most of KerbalStuff's pros are from the interface/from the user's standpoint), so it's like comparing apples to oranges, except we don't know everything about the apple; it could be orange, and we don't know everything about the orange; it could be red.
  4. Danger Alerts Version v1.0.1 is released! (The version mentioned in the previous post was reclassified as a minor release.) Changes in v1.0.1: Added Master Volume control. Made toolbar icon change colour when in danger. Changed alert sound. Made GUI options persistent between opening and closing the game, reverts, and quicksaves. BUGFIXES: Fixed bug with GUI where it would always change Tolerance even when other controls were outside of limits. Fixed bug where sometimes in high, suborbital altitudes on some bodies the collision alarm would activate for no apparent reason. If you find any bugs, or have any suggestions, please post in this thread. Download v1.0.1 here: KerbalStuff
  5. Banned for using those ribbon things in your signature.
  6. 7/10 ...That's a lot of boosters!
  7. Well, no picture before me, so I guess I'll just push the big red button..
  8. Reporting posts *sort* of works, but on my browser (Windows 7, Google Chrome) you can't add an optional message. EDIT: Apparently, fixed.
  9. Hm, that's a good idea, I'm not sure if it's even possible, but I'll put it in the bucket list. It also gives me an idea, maybe alerts for other frequently forgotten things could help, like a "low ElectricalCharge" alert. That's a great idea! I'll have to see if that's possible (apparently IVA is notoriously difficult to mess with) but i'll give it a shot once all the other features I want/need are done. It would definitely add some flavor to the mod, maybe I could also auto-force kerbals to be scared (Except for BadS ones, of course ) I worried about that when I made the sound, I'll change the default sound in the next version, to be honest it was just a debug sound I made. I'll try to make it sound more like a classic alert sound in the next version. (I'll still bundle the old sound with it for anyone who wants to keep it, they can just re-name it.) v1.1 Status Update: The next version is coming along nicely, it'll have the menu be persistent between quicksaves/loads/reverts, so you don't need to reset your settings every time. I'm also looking into adding a .cfg file for the mod, so that it can remain persistent between game loads too; but I have no idea how that would work, but no time like the present, right? I also added a volume slider, just in case you're listening to music or something and the default "half-volume" doesn't work for you. I'll also look into improving the "lithobraking alert system" algorithm to be more complex so that it behaves different on Tylo than Gilly, for instance, obviously gravity would make a huge difference into your speed tolerance for "danger", but no promises for it coming into 1.1. As always, if you have any suggestions, comments, or bug reports, for absolutely anything about Danger Alerts, please let me know! I'll always be willing to listen to them.
  10. Streams seem *really* cool, even if they are a little bit facebook-ey. Is there any way to limit the type of content they show? For example; I don't want to see new posts in topics, but I do want to see "X Created new topic "Y"" type notifications. My idea was to create a stream for new topics being created in Add-On releases so I could look at new add-ons as they come up, but I haven't found any way to sort it so that it ignores new "posts" and only lets through new "topics" Any suggestions, or can streams not do that?
  11. It's also preserved in the Internet Archive, if you want to see it in forum-blog format. The Making Of New KSC
  12. That doesn't rule out Visual Basic though, as far as I know. I don't exactly like Visual Basic, but could it theoretically be used as a Kerbal Modding language, as seen here: http://forum.kerbalspaceprogram.com/index.php?/topic/74366-protip-for-new-modders-c-isnt-the-only-language-you-can-use/ So apparently, a KSP mod in VB.NET, if a bit unorthodox, is theoretically possible, but as far as I know no (major) KSP mod is programmed in Visual Basic, and documentation for doing so in Visual Basic is likely very sparse, if it exists at all. In the end, unless you really hate C#, you should make your mod in C#.
  13. Tip that may help you: Turn your screen brightness up a little bit. Once I did that it was back to normal again. I think that the new forums are okay, and I really don't think Kasper wants to switch back to the old forums, the old forums were running on old, essentially depreciated software, possible security vulnerabilities were present, and it was just terrible to work on in the back-end (or so I hear) The forum layout can probably be modified to be slightly different if enough people unanimously agree on some improvements, but I don't think going back to the old forums is going to be an option. ...If you hate the new forums so much you can't stand them, well, there's always Reddit.
  14. Yes, the "Like this" button adds rep. It's out of scale with the old forum's rep system though, the "Like this" button always adds exactly 1 rep, where in the old system it could add 1-5, usually leaning towards 5 rep, using a "rep power" system. So in the old forum repping someone usually meant giving them 5 points, now "liking" a post gives 1 point, no matter what.
  15. Note the Mun lander spinning away from the kerbal...
  16. Mod Edit: This thread has been closed, and can be reopened by request of the OP. Danger Alerts adds alerts that trigger while your ship is crashing, burning, and all around not having a good time. It also adds a simple interface that let's you silence, or modify exactly when the alarms go off. Currently, there are two alarms: one for when you're about to crash, and a highly configurable resource alarm for when you're running low on electricity, life support, or fuel. If you have any suggestions, bugs to report, or opinions on your favourite type of potato chip, please post here. I'll reply as soon as I can. Download here: SpaceDock Dropbox v1.2 (Or use CKAN) FAQ: Q: Is the alarm auditory or visual?: A: The alarm uses a sound, a harsh *twang* sound on repeat, and the toolbar icon changes colour to red. Q: I want to download this, but I'm not sure if I want the alarm on ALL the time. A: No problem, the sound can be disabled easily in-game. Q: You should add/do/implement/make sure/fix "X". Can you do that? A: Maybe, suggest it to me on this thread and i'll see if it can be done. Q: Is this in the CKAN? A: Yes! It's listed under "Danger Alerts" Q: I found something that I'm 90% sure is a bug; where can I report it? A: Here! Just make a post on this thread and i'll reply ASAP. ---------- Known Bugs: None; for now. Source is available on GitHub. License: Danger Alerts is licensed under the MIT license. See LICENSE.txt in the download for details, or see this link No pics; no clicks:
  17. I loved the little inside-jokes, like "Removing all data from between September 2012 and April 2013", "Porting KSP to a Nokia 3310", Repurposing Round-8", and "Blaming Unity" Well done, everyone.
  18. Reputation seems like it's "kinda" broken, under the old system repping a post gave 1-5 rep points based on "rep power", now it's always 1 point, making old reputation worth "more", if that makes sense. Of course, imaginary internet points aren't a big issue anyways.
  19. [quote name='Endersmens']I just gave you the blogs, I didn't archive them yet. :P I can if you want, I just figured you knew how to better than me.[/QUOTE] I just archived them; That *should* complete the list! Thanks for the help :)
  20. I wonder how the new rep system will work exactly; currently you give 1-5 rep points based on a "rep power" system (most people give 4 or 5, but some new users give a little less), but will the new system ditch that? Will it always be 1 point given? 5 points? Will the "you've repped this person too many times recently, spread it around" message still exist? [I][B]*speculation intensifies* [/B][/I]Though I suppose there's no point in speculating since we're going to find out in ~48 hours anyways. :)
  21. [quote name='Tw1']True, but these things are posts from old Devs. It'd be nice to have them on here somewhere.[/QUOTE] I already did a few of those ;) [url]http://forum.kerbalspaceprogram.com/threads/140282-Help-Save-the-Dev-Blags%21-%28Wayback-Machine-before-they-re-gone%21%29[/url]
  22. [quote name='Alchemist']To show time? I don't know, place the clock at a base on another planet so that the crew knows what time it is back home. Or place it near the launch pad so that nobody misses the launch window. (can easily be turned into launch timer, not that anybody really uses it.)[/QUOTE] Here's a question; how does it work? Are you manually turning on/off the lights in the video, or does it use some other time keeping mechanism? I have no idea how the clock works, I'm thinking action groups, or mods, but I could be wrong. :)
  23. To quickly answer the questions: 1. Yes, this is because of the probe. 2. No, this change is permanent(-ish, may be possible to change the save file to fix it) The game saw you went out of Kerbin's SoI, and is now assuming that you're past The Mun and Minmus, and want more challenging contracts. This may or may not be true, but that's what the game assumed. I imagine if you terminate the probe there's something in the save file you might be able to change to "fix" it, but I don't know what that would be off the top of my head.
  24. [url]http://forum.kerbalspaceprogram.com/entries/3808-A-final-screenshot-of-the-KSP-forums-at-full-swing[/url] Archived it in the Wayback Machine, because I could. :)
  25. [quote name='Mad Rocket Scientist']Alright: Will it be against the rules after the 27th to take craft requests with a group of collaborative builders in a thread in the spacecraft exchange? Thank you![/QUOTE] Kasper the Friendly Mod answered this in the migration post, in the update section of the OP. [COLOR=#333333][I][quote name='Kasper']We love to see people work together to build craft and such, and as long as the roleplay element is remove from the Rocket Builder company threads there's nothing stopping you from posting these collaborative threads in the new Spacecraft Exchange forum.[/QUOTE] [/I]I interpret that as "the only problem is the RP", and you can collaborate on crafts. Though it makes no mention of "requests", I imagine those are allowed too.[/COLOR]
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