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KSP2 Release Notes
Everything posted by Katalliaan
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[0.20] Subassembly Loader - 0.20 Compatibility Patch
Katalliaan replied to TheUndeadFish's topic in KSP1 Mod Releases
I know that in 0.19.1, if you used the part clipping toggle from EdTools, it would make the part placement behave very bizarrely (although the debug menu clipping still worked properly). -
[0.20] Subassembly Loader - 0.20 Compatibility Patch
Katalliaan replied to TheUndeadFish's topic in KSP1 Mod Releases
Would you mind releasing the source for your changes, so that those who are interested can look through the code? -
How To Speak Kerbal! With Translator!
Katalliaan replied to Tanner Rawlings's topic in KSP Fan Works
Kerbal speech is Spanish played backwards. If you were to download one of Squad's trailers (like the mission control one, or the one where they revealed they got onto Steam) and reverse it, the voices would (in theory) be understandable to anyone who speaks Spanish. -
All kerbals will respawn after they die. The only time you get new kerbals is when you start a new manned mission, and all the existing kerbals are on missions or dead. Obviously, this doesn't hold true with mods like Crew Manifest, and it likely will work differently when we get career mode, but it is accurate for the stock game as it is now.
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We are all Screwed:Its the End of the World
Katalliaan replied to lobsterbark's topic in KSP1 Discussion
Nerd³'s audience is already familiar with KSP - as he states in the video, he covered it back in February 2012 (when the version was 0.13.2). I don't remember there being any issues back then, and there certainly won't be any issues now. -
KSP Weekly Mystery IVAs- Start guessing!
Katalliaan replied to ShachonianX's topic in KSP1 Discussion
It's not the first mod to be implemented into stock; that honor goes to C7's aircraft parts. At any rate: the first one is definitely the cupola module, as that was established in the text below it. The second one is likely the 1-man lander can, as its window design is very similar to the 2-man lander can. -
moxzot, the whole point of hiring someone as a developer is so that the stuff they work on (whether that be parts, internals, code, etc) goes into the stock experience instead of being a mod - C7 no longer updates the C7 Flight Pack, Nova no longer updates Silisko Edition, Romfarer likely will no longer update the Lazor System. Unless bac9 hands off the project and works on other kinds of parts, the only space we'll see "Tetragon Projects" is in the manufacturer line of the part descriptions. That being said, I wish bac9 well in his new position.
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Official parts have certain standards that they have to meet, whereas mod parts only have to be good enough to make their users happy. That's why the packs "die" - players have to wait for a new game version for new parts, instead of whenever the partmaker feels that enough are ready to release a new set.
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Creating/Defining a new Resource.
Katalliaan replied to udk_lethal_d0se's topic in KSP1 Mod Development
Make a new .cfg file in the /Resources directory. Use the ResourcesGeneric.cfg (the stock resources) as a guide to how they work. -
(WIP - Planning) Kerbal Ion Cannon Mod (Need coder)
Katalliaan replied to DIGI_Byte's topic in KSP1 Mod Development
Those pictures 403 (insufficient permissions) DIGI. -
The "B" variant has closing doors; the "A" variant doesn't. To put something inside, you have to enable part clipping. The easiest way to do it is to build your payload outside the M2 cargo bay, then attach a docking port to the attachment node inside the first cargo bay, and finally attaching your payload to that docking port.
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White Owl's video series discussion thread
Katalliaan replied to White Owl's topic in KSP1 Discussion
Matt's live over at http://twitch.tv/thewinterowl right now, doing a bit of Muon-hunting. -
White Owl's video series discussion thread
Katalliaan replied to White Owl's topic in KSP1 Discussion
NovaPunch is currently unavailable due to licensing issues - Tiberion has to get approval from NovaSilisko, CaptainSlug, and SundayPunch before he can distribute it on these boards. -
The IGN guys definitely underestimated the noise that the rockets make, and it seems like nobody even bothered to correct the sound levels (assuming they recorded the game audio separately from their microphones).
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Whats to have to make ksp run faster on PC??
Katalliaan replied to Grand Lander's topic in KSP1 Discussion
From my experience, the more mods you have and the more complex the ships, the slower the game runs. The first part is probably because KSP loads at least some information about every part into memory, and the second is because physics calculations have to occur on every part that's within a certain distance of the active ship. If you have money to spend, consider upgrading your computer - the easiest way would probably be making sure you have the maximum amount of memory your motherboard and OS can handle, since KSP seems to leak memory a bit. -
Clearly it\'s the handle to a teapot.