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patrioticparadox

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Everything posted by patrioticparadox

  1. @linuxgurugamer I also came here to inquire about the full Firespitter mod being a dependency rather than just Firespitter Core. As the plugin is included in Core, texture switching should work without the Firespitter part pack, no?
  2. Soon™ He said he would be on for 8 hours. He said the release was coming while he was streaming. Ergo, the release would (probably) occur within the next 8 hours. Soooo.... take a chilly pill.
  3. I'm thinking about a month couple months from now when I back up to 100+ mods. Garbage reduction is going to have a HUGE impact!
  4. I think my favorite change in this release: Heavily reduced garbage generation caused by foreach loops, Linq usage, and various other things. http://wiki.kerbalspaceprogram.com/wiki/1.2
  5. The first day I bought KSP I played for 14 hours straight. No mods and ,luckily, no crashes. I was hooked. A rocketry game that uses real-world principles but doesn't take itself TOO seriously? Count me in!. That was Almost two years ago. In the days of .22 (Oct 16th 2013) Since then, I have played KSP almost every day and have yet to (intentionally) enter the SOI of a planet other than Kerbin. I may be one of the black sheep having owned the game this long and never wandered but why has many reasons. Primarily they are: Mods. I find myself starting new careers when I add mods that significantly change gameplay or my part library. I build up mod after mod, part after part until : New update. Whenever a new update comes out I always start a new game. And the cycle often repeats as mods update individually to the new update. Planning is a biotch. Planning a mission with nothing but the empty space in your head is difficult. "Ok I need this dV here and that there and the mass is here and the dark side and ..." Kerbal Construction Time is very helpful for this in that it lets you simulate before you try for real but that can take significant time. Something that allowed for (very) rough planning of a mission would be a great mod. With 1.2 right around the corner, it looks like the cycle will begin anew. Although, I may make it off that dusty little rock this time as the dev cycle has become significantly longer over the last few updates.
  6. AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA!!!! Devnote Tuesday!!! I'm gonna go for a walk or something to distract myself. Hit 11 miles the other day! Try for a half marathon. AAAAAAAAAAAA! Devnotes!
  7. Thanks for the explanation. I have to admit my understanding of raycasting does not lend itself to the idea of semi-raycasting though I would plead significant ignorance on the issue. Google-ho!! Edit: thanks Google.
  8. But the comment is referring to fixing a bug that was internal to KerbNet that we (or at least I) was not yet aware of? The image shown in the gif shows "KerbNet Access". Therein lies my confusion.
  9. Asking without have done my due diligence in reading the other questions and comments, as it is very late, these ponderings come upon me : I have to admit I am confused by this. What exactly is changing? Holy frijole Batman! I assume some sort of filtering of comm connections is included?
  10. Hype. Seriously though I'm still super-hyped about all the unnecessary garbage creation being culled. Can't wait to see not see that in action.
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