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theJesuit

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Everything posted by theJesuit

  1. Yes please! Would it be possible to integrate them both into one? But two separate ones would be awesome. Peace.
  2. This is all very sad, but I am so grateful for the work that these people have done. I imagine that based on the articles regarding Squad that we are all jumping to conclusions - I've been part of a mass exodus from a company too, but I imagine that the reasons for leaving will not be known for at least a year. Squad are known for Non Disclosure Agreements as part of their employment contracts. However, my first thought was that 1.2 really is a top release. Bugs really do need to be sorted. Important modders were CONTRACTED (not employed) to ensure the game continued to have life so that further official expansions and paid for DLC could now be truly envisioned and applied without the constant bug chasing. For WHATEVER reason, those who have left either chose not to renew, or weren't offered a renew of contracts. I for one, if I want a pamphlet printed or a sign made, don't employ someone to do it. If I can't do it myself then I pop down to a print shop and CONTRACT them to do it. Then I don't need to have ongoing costs of employment. I could imagine that the pay wasn't enough to continue on as well. I could be way off, in any of this, and I am giving Squad a bit more credit. If Squad really wanted the cash cow then they would sell the IP.
  3. I have a request after a discussion on the 1.2 sub-forum about using the camera focus as a docking camera (camera mode locked, focus on your docking port, then 'clip' the camera view inside the docking port which gives a lovely ring ) Yours seems to be the right mod to do so. My request is: When choosing a part, give the option to utilise as a camera. It would mean zooming right in, and aligning the camera to the part at least initially even if that alignment can't be 'locked' and also change the camera mode to 'lock'. This could be used on all parts (as it currently is), or on particular parts such as HullcamVDS cameras. Also, to make the action available to add to Action Groups so that multiple parts could be switched too. I'd be interested in your thoughts if it is possible! Peace.
  4. Squad could take some legal action as they had too not so long ago (as peaceably as possible) to trademark Kerbal. (I can't/don't want to remember the fights around this on the forum and misinformation). So if the term 'Kerbal' is trademarked and this person is making his own money off it then Squad could take some legal action. Even a cease and desist letter might be an option. Peace.
  5. Just a bump to say that I'm looking forward to your updates - also that Roverdude updated USI Tools to 1.2-pre with his new Konstruction mod recently released. Peace.
  6. Wahoo! Awesome. Thanks @RoverDude. Your dedication is pretty impressive! Could this be the start of some form of IR being intergrated into Stock? Peace.
  7. This... changes everything! Again! Do you think it would lead to solving the issues of Infernal Robotics and docking construction? Even if not, it could allow for a major implications through your .dll. Awesome and thanks for the hard work leading to hard winning! Peace.
  8. Thanks so much. Now to test to see how it is working given that has been a while since updates. Sorry to hear that it took you so long. Much appreciation! Peace.
  9. Hi all. Does anyone know if there is a shielded large docking port in a mod. Just wondering if you could point me in its direction I would be most appreciative. Thanks. Peace.
  10. Good luck with the move and new digs. Peace.
  11. So, so, so many yays. Is the animation dependant on additional mods?
  12. Oh no! I really enjoy this mod, I hope that the inspiration finds you and the troubles flee. Peace.
  13. Hi awesome Mod makers! There is a new mod Planetary Domes, where the promo video includes the domes on Eve and Duna and shows the kerbals running around inside the domes with their helmets off. This was one with camera and config editing quackery. In thinking about this further, would it be possible to add some function to Texture Replacer with the helmet off in nonbreathable atmosphere or airless moons in certain conditions like in a cargo bay with the the doors closed? Perhaps using something similar to the stock occlusion rules. Peace.
  14. I just had another thought, but this also might need some plugin .dll magic from somewhere. Could a similar system that stock uses to 'occlude' parts inside fairings, or storage bays, or cargo bays, be used to suggest that anything within the collider area of a dome or tunnel be specified as 'atmosphere breathable'. I might add this as a request to the Texture Replacer people and link that back here as nodoubt a few modders could utilise this to there advantage. This would be especially useful if you made the domes like the SSTU option, selecting types of airlocks. When an airlock is 'open' that would then remove the breathable toggle, (like when cargo bays are open and they don't occlude the air flow of the internals), so that texture replacer then puts the helmets back on the kerbals with the dome. Peace. EDIT - asked a query in the Texture Replacer mod forum. http://forum.kerbalspaceprogram.com/index.php?/topic/96851-11-texturereplacer-2413-442016/&page=58
  15. I also wondered about this and assumed it was cinematic mod trickery! It would be nice to know if that would work. Though to remove helmets It would also be great for a feature part if there was an 'airlock' or door like Kerbal Tubes' docking iris to be able to drive rovers into a tube or dome. Thoughts on how domes could be passable: looking at SSTU's way of having one part with options or KPBS' corridor nodes that change shape and colliders when items are placed on the attchment nodes, could you build this in with the iris style door, when it is attached the dome section changes shape allowing for it to be seamless. Possibly you could use their .dlls to achieve the desired results. Peace.
  16. That sounds perfect, reducing to 1x would be best because it really does focus the attention that something is happening. IIRC 50x was to avoid the errors creeping in from the orbital characteristics by time warping too fast with the active vessel. One further suggestion would for your stockish replacement for KAC would be for your mod to allow for a slow down in the same way for SOI changes, or to have this as an option to be filtered as well. It isn't a biggy, because we can set a manoeuvre node as a placeholder to achieve this. You've created this at the right time now that we can go straight to the tracking centre too! Amazing! Peace.
  17. Looks good, and a help (and extension) while PreciseManoeuvrer gets updated. Peace.
  18. I know that KAC has been discussed above, but this is much more 'stock-a-like' and really should be in the game. I've even pointed people to here who have waited for KAC to update to 1.2 Is it possible that while in the tracking station, to build in a feature to slow down timewarp when the next manoeuvre node is coming up? I'm not suggesting this feature across the board (as a replacement for KAC), but that would help those of us who time warp too fast too slow down quickly enough. Great work. Thanks and Peace.
  19. Thank goodness for planners and yours is built in. I'm always worried when I don't have access to KER! Kerbalism certainly makes game play a more realistic experience. I'll wait for my first big career until you're sorted Thanks for the clarification. Peace.
  20. Great that shielding is based on surface area, and the ISRU changes to stop the one size fits all solutions, but I'm a little worried that the life support, which I'm guessing will be similar to TACLS may be a littel complictaed. Do you think that it the next update will be good to go when 1.2 drops for real? Great work! And I look forward to the more stuff to come! Peace.
  21. https://kerbal.curseforge.com/projects/ksp-maneuverqueue I can't seem to find the mod, nor its author on the Forums. I reckon that something like this will be in a future update as the stock version of KAC though. Peace. Edit - it also seems to work with 1.1.3 so give it a go!
  22. Agreed. I'm only trialling and stress testing options for my first career play through. It helps for a github update of KER though. I can't in all honesty create a serious program without KAC. A new mod that sorts craft by the next manouver node from the tracking stations is helping with the KAC deficit. The debug cheating menu is filling in for KEI. I'm justifying it by calling it Black Market science, and not starting my next full game. However I'm so pleased the RSS issue has been solved. Thank you again! Peace.
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