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StarStreak2109

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Posts posted by StarStreak2109

  1. 1 hour ago, Boyster said:

    Also when an indie game got a sequel?I cant really recall many, such a rare thing to see.

    https://translate.google.de/translate?sl=de&tl=en&u=https%3A%2F%2Fde.wikipedia.org%2Fwiki%2FUrban_Games

    http://www.transportfever.com/about/urban-games/

    It has happened. Here is one example: Urban Games is a small outfit from Switzerland, who did their first two games (Train Fever and Transport Fever) on their own. Only for the newest game, they went with a bigger publisher.

  2. 3 hours ago, swjr-swis said:

    Based on the semi-official statement that Squad has "focused on full-time game development since the release of KSP", it would make business sense to already be working on a new project. T2 might still throw Squad some regular work on further KSP developments, it might even have been part of the deal, but it seems a risk to gamble a company's future on just one product. It makes sense to have more projects in the pipeline to secure a revenue stream and I wouldn't fault them for that.

    So, I expect they have something more up their sleeve, and we'll hear about it in time. I just don't expect them to be very forthcoming with details until it's practically ready for release, given the tighter reigns/NDA they're operating under now.

    My only hope is that they find the latitude to at least 'finish' KSP - still waiting for that definitive polished version mostly free of bugs and annoyances. Hey, I can dream.

    We do not have any insight into the balance sheets nor any business reports of Squad, so anything we can do is to speculate. Regarding further QA passes within KSP, I do hope that things inherently broken like the wheels and some other issues get fixed, before KSP is being dropped like a cold fish in favor of a new product. This is IMHO very preferable, because I fear that if there'll ever be a KSP 2 (or a spiritual successor), it will be very different. Now this can be a good thing or a bad thing.

    In terms of good things, it would be that a KSP 2 would hopefully be made out of one cast and not by welding together the work of half a dozen different dev teams and afterwards bolting on a number of extra components that may or may not work nicely with the core. In terms of bad things, my fear would be that they'd be trying to make the game more appealing to the broad masses, i.e. dumbing it down. Furthermore, I would fear that the very open nature of KSP 1, that enables "easy" modding, would be closed down significantly to increase the size of the playing field for Squad / T2, i.e. to provide paid expansions.

    37 minutes ago, MechBFP said:

    Keep in mind that Private Division isn’t for AAA games. It specifically exists because Take 2 had a gap in managing smaller projects. 

    Still it is somethings different from one Felipe Galanghe (spelling), who starts a project such as this in his free time... Point taken though.

  3. They are most definitely not working on KSP2. At least that is my impression. As long as there is a decent cashflow to be gained from KSP 1 in conjunction with the two DLCs plus whatever DLCs they can come up with in the short to mid-term future, it makes absolutely no sense in pouring money and human resources into creating a new game from scratch. Not that it is unheard of to come up with a sequel for a small-ish indie studio.

    I also doubt that they could come up with a business case for such a niche game, which would satisfy Take 2 (or any other business minded investor). KSP is fine as an indie game and I am sure that all involved in its initial creation more than broke even, but I highly doubt that it will be sustainable in a AAA class arena. Unless of course they make it more "mainstreamy" (is that even a word?!?) by dumbing it down...

  4. On 6/18/2019 at 9:19 PM, DStaal said:

    Best way is probably the Konstruction mod (which is working fine in 1.7.x).

    There are other mods with larger docking ports, and there are options like EL or Global Construction where you could assemble in one-shot, but using the construction ports would be my choice for a station.  Note that the ports themselves max out at the same size as the senior docking ports - but you can make them disappear and make the joint stronger, so it's only temporary while you are assembling the station.

    Well, you always have the possibility to use the matching docking adapters from SSPXr. If you use a mod like Konstruction, you must pay attention to what is the root part of the module you are adding. If the root is one of the Konstruction docking ports, you cannot use the welding function. Therefore always remember to reroot to another part once you have assembled your rocket and payload. I only mention this, because this happened to me more than once. I usually plan my space stations in the VAB or SPH, then dissassemble it into individual subassemblies. In order to mate these to the launcher of choice, often the docking port needs to be the root. Hence, reroot once payload and launcher are assembled, or you'll likely pull out your hairs once you launched it, because the welding does not work!

    Hey, @Angel-125, didn't you also have weldable docking ports? Just checking, to be able to offer an alternative to RoverDude's parts... ;)

  5. 25 minutes ago, DriftedCougar said:

    works for me in other planet packs...terrain color could look wierd to, or flying launchpads.

    Yeah, I tried this in JNSQ. You can match the grass color of the statics to the actual terrain color by editing the RGB value in the static's config files. But more work probably needs to be put into avoiding the floating static issue. Maybe soon™???

  6. Looking good there. Probably need to edit the configs to allow for more passengers (wait, did Minotaur carry crew anyway or was it some sort of European Dragon capsule???), but other than that, it is close enough! You could probably replace the Antenna with a dual dish antenna from BDB to make it just a bit closer!

  7. 41 minutes ago, Well said:

    Safe system go with my lifting bodies, that why i've depreciate them, for know they still here, just hidden on the techtree and category, i just try to make my mod clean and coherent. I've expected some bad reaction about that. I suppose i've decided that without ask player. Problem like usual is i don't have many return and feedback with my mod, that really difficult to know. At least, make those part DEPRECATED made some person react....

    For now that why i've decided, like i've said before, old Knes version are on spacedock, take the part you like and save them somewere. sorry

    Well, it is your mod. If you ever decide to come back to the IXV or whatever it is called by ESA these days, it'll be an instant download for me! :D

  8. 1 hour ago, CobaltWolf said:

    Oh yeah, I forgot about that... F

    also, re: the foil again, just to clarify a bit - finding foil bump maps is hard. It's not really something you can hand draw (at least, for something that looks like real foil), so I'm limited to a handful of free preview bump maps that I've found online that I can combine and blend together, with some small amount of hand painting to add additional contours around the other geometry. I'm sure that something like Substance Designer would let me do much more accurate foil, but it's not something I'm financially able to do nor do I want to learn a whole new software suite. It's not perfect or exact but I am happy enough with how it looks now and want to keep moving forward. I will take another look at foil on the outside of the nozzle - thinking about it more, it wouldn't make sense for the outside of the nozzle to have emissives anyways.

     

    Oh, whoops! There have been a couple but nothing recent. I'm not at my home PC anymore but I cut this out of a WIP shot I sent to someone pre-stream yesterday. Should get the idea. :) When I gave up last night I was in the middle of making a toggleable 0.9375m shroud for the top, so that it could be used in normal stack applications (as well as an autoshroud for the bottom, of course).  The avionics (if that's the best word for it?) has a ModuleJettison type autoshroud that completes the 1.875m>1.5m adapter down to the interstage. The proportions aren't perfect but compromises have to be made, and I feel that the essence of the whole thing comes across well enough :)

     

    zjeUf57.png

    I quite like the look of the foil. With KSP's limited graphics capabilities, you are limited anyways and I think you, Sir Wolfy Sir, are scraping at these very limits anyway! Enough of the brownnosing, giving the IUS a foiled nozzle would make it 100%. However, I do not know how a glowing foiled nozzle would look like. Hence I think that the current iteration is good enough. Sometimes you have to follow the pareto principle. Even if only to keep a certain sanity of mind.

    That upper stage with the extending nozzle is again a masterpiece. I did not realize that there are solids with extending nozzles. But then again, it makes sense when you have solid upper stages in a stack.

  9. This looks so good, especially since I slowly get the hang out of using solid kick stages for orbit insertions. One real world question though: In KSP for instance, you may have a 600 ms-1 orbital insertion. Now your kickstage might have 724 ms-1dV. In KSP, I can simply match the fuel load to match. But IRL, I recon this is a big no-no, because you cannot fill your solid fueled stages to match, right? So how do the get exactly the right trajectory? I know that certain ICBMs hat mechanisms to shut down the boosters at the right time, but I do not see such mechanism on say a PAM or a Star48?!?

  10. 17 hours ago, Spike88 said:

    How are you finding everything with BDB? I tried the Mercury-Redstone rocket and was only able to get to 85KM, but I don't know if this was my piloting or if the rocket needed to be buffed a little bit.

    For Mercury-Redstone, you need to empty the upper tank to about 50% to have a proper TWR. I use MechJeb with a 65% ascent profile and easily get to about 90km apoapsis, which should be roughly in line with the prototype.

  11. Hi,

    I have this kind of problem:

    BxzGSB4.png

    Excerpt from log file:

    Spoiler
    
    [WRN 13:13:58.543] [KVV] LoadShaders KVrVesselShot No replacement for KSP/Specular (Cutoff) (UnityEngine.Shader) in bluedog.AtlasV.FairingBase5xx (Part)/*/FairingPanel (UnityEngine.MeshRenderer)
    [WRN 13:13:58.543] [KVV] LoadShaders KVrVesselShot No replacement for KSP/Specular (Cutoff) (UnityEngine.Shader) in bluedog.AtlasV.FairingBase5xx (Part)/*/FairingPanel (UnityEngine.MeshRenderer)
    [WRN 13:13:58.543] [KVV] LoadShaders KVrVesselShot No replacement for KSP/Specular (Cutoff) (UnityEngine.Shader) in bluedog.AtlasV.FairingBase5xx (Part)/*/FairingPanel (UnityEngine.MeshRenderer)
    [WRN 13:13:58.543] [KVV] LoadShaders KVrVesselShot No replacement for KSP/Specular (Cutoff) (UnityEngine.Shader) in bluedog.AtlasV.FairingBase5xx (Part)/*/FairingPanel (UnityEngine.MeshRenderer)
    [WRN 13:13:58.543] [KVV] LoadShaders KVrVesselShot No replacement for KSP/Specular (Cutoff) (UnityEngine.Shader) in bluedog.AtlasV.FairingBase5xx (Part)/*/FairingPanel (UnityEngine.MeshRenderer)
    [WRN 13:13:58.543] [KVV] LoadShaders KVrVesselShot No replacement for KSP/Specular (Cutoff) (UnityEngine.Shader) in bluedog.AtlasV.FairingBase5xx (Part)/*/FairingPanel (UnityEngine.MeshRenderer)
    [WRN 13:13:58.543] [KVV] LoadShaders KVrVesselShot No replacement for KSP/Specular (Cutoff) (UnityEngine.Shader) in bluedog.AtlasV.FairingBase5xx (Part)/*/FairingPanel (UnityEngine.MeshRenderer)
    [WRN 13:13:58.543] [KVV] LoadShaders KVrVesselShot No replacement for KSP/Specular (Cutoff) (UnityEngine.Shader) in bluedog.AtlasV.FairingBase5xx (Part)/*/FairingPanel (UnityEngine.MeshRenderer)
    [WRN 13:13:58.543] [KVV] LoadShaders KVrVesselShot No replacement for KSP/Specular (Cutoff) (UnityEngine.Shader) in bluedog.AtlasV.FairingBase5xx (Part)/*/FairingPanel (UnityEngine.MeshRenderer)
    [WRN 13:13:58.543] [KVV] LoadShaders KVrVesselShot No replacement for KSP/Specular (Cutoff) (UnityEngine.Shader) in bluedog.AtlasV.FairingBase5xx (Part)/*/FairingPanel (UnityEngine.MeshRenderer)
    [WRN 13:13:58.591] [KVV] LoadShaders KVrVesselShot No replacement for SSTU/PBR/Metallic (UnityEngine.Shader) in torekka (Part)/*/panels (UnityEngine.MeshRenderer)
    [WRN 13:13:58.591] [KVV] LoadShaders KVrVesselShot No replacement for SSTU/PBR/StockMetallicBumped (UnityEngine.Shader) in dish.xihe (Part)/*/panel (UnityEngine.MeshRenderer)
    [WRN 13:13:58.592] [KVV] LoadShaders KVrVesselShot No replacement for SSTU/PBR/StockMetallicBumped (UnityEngine.Shader) in dish.xihe (Part)/*/panel (UnityEngine.MeshRenderer)
    [WRN 13:13:58.592] [KVV] LoadShaders KVrVesselShot No replacement for SSTU/PBR/StockMetallicBumped (UnityEngine.Shader) in dish.xihe (Part)/*/panel (UnityEngine.MeshRenderer)
    [WRN 13:13:58.592] [KVV] LoadShaders KVrVesselShot No replacement for SSTU/PBR/StockMetallicBumped (UnityEngine.Shader) in dish.xihe (Part)/*/panel (UnityEngine.MeshRenderer)
    [WRN 13:13:58.592] [KVV] LoadShaders KVrVesselShot No replacement for SSTU/PBR/StockMetallicBumped (UnityEngine.Shader) in dish.xihe (Part)/*/panel (UnityEngine.MeshRenderer)
    [WRN 13:13:58.592] [KVV] LoadShaders KVrVesselShot No replacement for SSTU/PBR/StockMetallicBumped (UnityEngine.Shader) in dish.xihe (Part)/*/panel (UnityEngine.MeshRenderer)
    [WRN 13:13:58.592] [KVV] LoadShaders KVrVesselShot No replacement for SSTU/PBR/Metallic (UnityEngine.Shader) in torekka (Part)/*/panels (UnityEngine.MeshRenderer)
    [WRN 13:13:58.592] [KVV] LoadShaders KVrVesselShot No replacement for SSTU/PBR/StockMetallicBumped (UnityEngine.Shader) in dish.xihe (Part)/*/panel (UnityEngine.MeshRenderer)
    [WRN 13:13:58.592] [KVV] LoadShaders KVrVesselShot No replacement for SSTU/PBR/StockMetallicBumped (UnityEngine.Shader) in dish.xihe (Part)/*/panel (UnityEngine.MeshRenderer)
    [WRN 13:13:58.593] [KVV] LoadShaders KVrVesselShot No replacement for SSTU/PBR/StockMetallicBumped (UnityEngine.Shader) in dish.xihe (Part)/*/panel (UnityEngine.MeshRenderer)
    [WRN 13:13:58.593] [KVV] LoadShaders KVrVesselShot No replacement for SSTU/PBR/StockMetallicBumped (UnityEngine.Shader) in dish.xihe (Part)/*/panel (UnityEngine.MeshRenderer)
    [WRN 13:13:58.593] [KVV] LoadShaders KVrVesselShot No replacement for SSTU/PBR/StockMetallicBumped (UnityEngine.Shader) in dish.xihe (Part)/*/panel (UnityEngine.MeshRenderer)
    [WRN 13:13:58.593] [KVV] LoadShaders KVrVesselShot No replacement for SSTU/PBR/StockMetallicBumped (UnityEngine.Shader) in dish.xihe (Part)/*/panel (UnityEngine.MeshRenderer)
    [WRN 13:13:58.593] [KVV] LoadShaders KVrVesselShot No replacement for SSTU/PBR/Metallic (UnityEngine.Shader) in torekka (Part)/*/panels (UnityEngine.MeshRenderer)
    [WRN 13:13:58.593] [KVV] LoadShaders KVrVesselShot No replacement for SSTU/PBR/StockMetallicBumped (UnityEngine.Shader) in dish.xihe (Part)/*/panel (UnityEngine.MeshRenderer)
    [WRN 13:13:58.593] [KVV] LoadShaders KVrVesselShot No replacement for SSTU/PBR/StockMetallicBumped (UnityEngine.Shader) in dish.xihe (Part)/*/panel (UnityEngine.MeshRenderer)
    [WRN 13:13:58.593] [KVV] LoadShaders KVrVesselShot No replacement for SSTU/PBR/StockMetallicBumped (UnityEngine.Shader) in dish.xihe (Part)/*/panel (UnityEngine.MeshRenderer)
    [WRN 13:13:58.593] [KVV] LoadShaders KVrVesselShot No replacement for SSTU/PBR/StockMetallicBumped (UnityEngine.Shader) in dish.xihe (Part)/*/panel (UnityEngine.MeshRenderer)
    [WRN 13:13:58.593] [KVV] LoadShaders KVrVesselShot No replacement for SSTU/PBR/StockMetallicBumped (UnityEngine.Shader) in dish.xihe (Part)/*/panel (UnityEngine.MeshRenderer)
    [WRN 13:13:58.594] [KVV] LoadShaders KVrVesselShot No replacement for SSTU/PBR/StockMetallicBumped (UnityEngine.Shader) in dish.xihe (Part)/*/panel (UnityEngine.MeshRenderer)
    [WRN 13:13:58.594] [KVV] LoadShaders KVrVesselShot No replacement for Standard (UnityEngine.Shader) in bluedog.Centaur.Avionics (Part)/*/polySurface5 (UnityEngine.MeshRenderer)
    [WRN 13:13:58.594] [KVV] LoadShaders KVrVesselShot No replacement for KSP/Specular (Cutoff) (UnityEngine.Shader) in bluedog.AtlasV.FairingBase5xx (Part)/*/FairingPanel (UnityEngine.MeshRenderer)
    [WRN 13:13:58.594] [KVV] LoadShaders KVrVesselShot No replacement for KSP/Specular (Cutoff) (UnityEngine.Shader) in bluedog.AtlasV.FairingBase5xx (Part)/*/FairingPanel (UnityEngine.MeshRenderer)
    [WRN 13:13:58.594] [KVV] LoadShaders KVrVesselShot No replacement for KSP/Specular (Cutoff) (UnityEngine.Shader) in bluedog.AtlasV.FairingBase5xx (Part)/*/FairingPanel (UnityEngine.MeshRenderer)
    [WRN 13:13:58.594] [KVV] LoadShaders KVrVesselShot No replacement for KSP/Specular (Cutoff) (UnityEngine.Shader) in bluedog.AtlasV.FairingBase5xx (Part)/*/FairingPanel (UnityEngine.MeshRenderer)
    [WRN 13:13:58.594] [KVV] LoadShaders KVrVesselShot No replacement for KSP/Specular (Cutoff) (UnityEngine.Shader) in bluedog.AtlasV.FairingBase5xx (Part)/*/FairingPanel (UnityEngine.MeshRenderer)
    [WRN 13:13:58.594] [KVV] LoadShaders KVrVesselShot No replacement for KSP/Specular (Cutoff) (UnityEngine.Shader) in bluedog.AtlasV.FairingBase5xx (Part)/*/FairingPanel (UnityEngine.MeshRenderer)

     

    I assume this is due to me running DX11? Is there some kind of limitation, as in KVV is only working in DX9? Or is there some incompatibility with Textures Unlimited?

    Thanks in advance

  12. 1 hour ago, Marcelo Silveira said:

    The checkered pattern was used for ground based optical tracking. If the rocket was all white it would be very difficult to track its rotation using a camera on the ground. That's why many of the early rockets (1960s) have stripes while the more modern rockets do not. The guidance systems inside the modern rockets are supposedly  accurate enough so you can rely on telemetry instead of optical tracking.

    Thanks, I just have learned something again!

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