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Everything posted by Poodmund
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@PD_Dakota, in the latest sneak-peek, it seems that the UI introduces a new unit of distance measurement in Kelvin-Molarity... but I can't understand how that relates to distance. I jest, on the left we have the correct notation of m/s in lower case for metres per second but the incorrect notation of KM in upper case for kilometres. Might be worth unifying all unit cases to be in correct notation. For reference, if anyone is interested: https://ukma.org.uk/style-guide/ As an aside, say what you want about SpaceX, they sure do know how to make very clear and readable interfaces. Take the Dragon docking interface for example: https://iss-sim.spacex.com/ Its really easy to read and navigate.
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Legible and easily readable is always good for any UI.
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[1.12.5] Restock - Revamping KSP's art (August 28)
Poodmund replied to Nertea's topic in KSP1 Mod Releases
At this point, I would expect the answer is, "No, sorry." -
[1.12] Other Worlds - A Story and Planet Mod
Poodmund replied to Pkmniako's topic in KSP1 Mod Releases
Changing the game of Kerbal Space Program forever. An ACTUAL story line and gameplay feature. -
[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
Poodmund replied to Gotmachine's topic in KSP1 Mod Releases
As the developer of OPM, I fully support the MapSO bugfix to remove the bug of spiky terrain at the poles, I think that I even, inadvertently, reported it to SQUAD back in 2018 but it never got a response. https://bugs.kerbalspaceprogram.com/issues/17005 -
[1.12.x] NiftyNebulae - A Volumetric Nebula mod
Poodmund replied to RJVB09's topic in KSP1 Mod Releases
The Wiki entries are well put together and informative. Great stuff. -
I mean... who would have thought, eh?! The real world/concept 'things' that inspired Nertea to make the NF suite of parts have ALSO inspired the KSP2 asset team when making their own parts. Crazy!
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[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
Poodmund replied to Gotmachine's topic in KSP1 Mod Releases
Just to say, I did randomly experience a similar issue to this the first time yesterday, seemingly out of nowhere... was very confused as my Mk1 Lander Can with a Mk16 chute on top ended up slamming into the ground at 35m/s when fully deployed. I reloaded, EVA'd and parachuted down whilst the Lander Can smashed into the ground again. I thought it was an anomaly, if I see it again I'll dig further. This was with 1.24.1 installed. -
[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.11] [31st Aug 2024]
Poodmund replied to Poodmund's topic in KSP1 Mod Releases
You're definitely not playing with OPM at the scale that the mod comes as supplied... I would expect that you're using another mod to change the properties (scale) of your system. If so, please take it up with that mod. -
Thanks, LGG, for your continued, monumental efforts!
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[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.11] [31st Aug 2024]
Poodmund replied to Poodmund's topic in KSP1 Mod Releases
The recommendation is to install Custom Barn Kit and then utilise the Level 4 Tracking Station upgrade. -
[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.11] [31st Aug 2024]
Poodmund replied to Poodmund's topic in KSP1 Mod Releases
Please issue a pull request against the GitHub repo, thank you. -
Negative collider scales don't cause issue in this case, as stated in the debug message, their value is forced to be the positive magnitude instead.
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Poodmund replied to Gameslinx's topic in KSP1 Mod Releases
If you kept the trunks as pill primitives or something would it be fairly cheap?- 3,131 replies
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There's not much point, in my opinion. EVE and Scatterer have come on a long way since the configs were written for KSPRC (hence Spectra), the thing of real value in KSPRC is the scaledspace body textures... which are used in Spectra. I fear reviving KSPRC (its ARR so good luck) would not be good usage of your time.
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- renaissance compilation
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Well its worth removing the Waterfall effects for those engines, with Module Manager, first if you are replacing them, otherwise there could be two lots of engine plume sets rendering at the same time. https://github.com/post-kerbin-mining-corporation/WaterfallRestock/tree/master/GameData/WaterfallRestock/Patches/Squad For reference
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Are any of the above discussed issues being experienced with FAR? iirc a flag has to be set in FAR to ensure that collisions/bounding boxes are ignored for the drag model.
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- decals
- totm july 2020
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[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.11] [31st Aug 2024]
Poodmund replied to Poodmund's topic in KSP1 Mod Releases
Yep, as above, Eeloo gets moved. The only other thing you might want to consider is that as a handful of new bodies are introduced to the game there is a lot more opportunities to gather science points, so that may make a difference to the progression 'feel' of your game. -
Hi Gth, Looking at your plans it looks like you intend to do a lot of work here, potentially changing the orbits of some bodies, changing the atmospheres(?), changing the surface topology from both a visual and PQS standpoint, which will require new biome maps, new science definitions, changing the overall 'feel' and 'lore' of some bodies by changing the overall visual look and even adding some additional bodies into the mix. At what point does this cease to become a high fidelity visual change and become a complete system remake? What I am trying to infer is, why constrain yourself by involving OPM at all, why not use this as an opportunity to create a completely original stock system expansion mod and let the bounds of your imagination be your limiting factor, not a pre-existing mod?
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[1.12.5] Restock - Revamping KSP's art (August 28)
Poodmund replied to Nertea's topic in KSP1 Mod Releases
This, really, has almost nothing to do with ReStock and likely because the craft save files were created using another mod that was using B9PartSwitch to add modules (fuel switching maybe) to your parts... and now you have subsequently uninstalled B9PartSwitch and are trying to open these craft files. The easy way to resolve this is to load the craft file, take a part off the craft and delete it, add the part back and then save the craft file. -
Why not the vanilla CommNet?
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Rather than posting in that mod thread, you may want to look at thread dedicated to this kind of thing: