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KSP2 Release Notes
Everything posted by linuxgurugamer
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[1.6.1] NodeHelper - tool used to edit node positions
linuxgurugamer replied to Felbourn's topic in KSP1 Mod Releases
No, sorry -
New BETA release, 1.4.6.7 (not available via CKAN) Added InstallChecker Replaced all button logic with the ToolbarController Removed Blizzy toggle Thanks to github user @henrybauer: Added check for a loaded tech tree (The only way you'd get into this situation is by taking a fresh copy of KSP, installing mods (including KCT) and then copying over a saved game from another copy of KSP.) Added interception of the altimiter Recover button, presents a dialog Added check for full tanks at launch, if so, then it won't show the "Fill tanks & launch" button Renamed the Building Plans window to Building Plans & Construction Added a Build button to the Building Plans window Removed the window showing up when hovering over button Removed Settings button Added right-click on toolbar button to bring up settings window Removed unnecessary 2nd set of code to create the toolbar button Available here: https://github.com/linuxgurugamer/KCT/releases/tag/1.4.6.7 This is a beta, I need feedback before doing a full release. There are a lot of changes internally, I need the feedback. Also, once this is fully released, the RO team will be submitting a number of changes to be merged, with the intent to finally combine both forks into one so that the RO players will be able to install via CKAN
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No. It's a game, based on science, but not married to it. If it was, then Kerbals themselves wouldn't exist. In all genre's, there is a little bit of hand waving. In all other space-based games, there is a lot of hand-waving (pay no attention to the man behind the curtain). In KSP, there is as little as possible, which doesn't excludes it entirely. You are certainly welcome to only use those part which you feel will work in real life. But they are there for game balance, etc
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[New] Space Launch System / Orion Discussion Thread
linuxgurugamer replied to ZooNamedGames's topic in Science & Spaceflight
It's a category 1, last I heard -
[New] Space Launch System / Orion Discussion Thread
linuxgurugamer replied to ZooNamedGames's topic in Science & Spaceflight
Unless there is a very long delay, it really won’t affect the schedule that all. You’re talking about a delay of 1 to 2 weeks while the hurricane approaches and leaves. -
New release, 1.5.1.1 Thanks to @Rocket Witch for most of this: Impact tolerance fixed on several parts mk2Fuselage0500_LFO didn't have a full LF tank mk25to125 had a vertically offset attachnode. Based on @rocketWitch's suggestions, I've made the following: breakingForce and breakingTorque set to 200 on all parts Fixed as a result of looking at @Rocket Witch's patch: mk25to375interstage had the bottom nodes reversed, causing a slight vertical misalignment
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Its been confirmed that they are not going to use n body physics. Adding small SOIs was not addressed.
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Through The Eyes gives you first person eva
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No new planets in the Kerbin system, but there are other star systems to visit, with a whole bunch of new planets. That is interesting. The poodle, for example. They had finished the nw poodle, and then Squad released the poodle update, so now they don't match. Keep in mind these are two separate products, and yes, i would expect that Squad will finish the parts revamps,
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I’ll be talking more about this on Sunday whenI will be streaming. However, a few comments. First, for full disclosure, Private Division paid my airfare and hotel, as well as a pass int PAXWest. Beyond that, I have no financial or legal connection with PD or ST. So, first off, I was the “old man” in the group. You can take that however you want. I have had a bad experience with another unnamed game which I bought a year in advance, and it turn d out to be absolute crap. So, when I first heard about KSP-2, after the initial euphoria, I have been deliberately remaining skeptical. I was contacted a month ago about this, and had no idea it was anything other than a “thank you” to people who have contributed to KSP. After yesterday, I have moved from skepticism to cautious/hopeful optimism. Rather than list details which have been done before, let me address why they invited us in. While they didn't say how long its been in development, they did say it was more than a year, and I suspect it started right around the time KSP was acquired by Take Two. So IMHO, it has probably been two years in the making, with another nine months to go before release. It seems that they finally got to a point where they have something to show, and wanted our input to help them prioritize what to do for the release. It was obvious from their expressions that a lot of what we were asking was about stuff they had planned, either for the initial release or future updates, and the “no comment” was because they didn't want to commit to anything which wasn't set hard and fast in the initial release. Hopefully we helped them, and it was fairly obvious that the input wasn't going to end with this meeting. We did see the trailer they are going to show at PAX, and all I will say is to watch it, you will be in for some surprises.
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That part does not have a node_stack_bottom2, did you mean the mk25to375Interstage? Edit: Those values are copied from the mk25to3.75Interstage,and certainly don't belong in the mk25tomk3. The only one (which I confirmed) which needs to be changed is the node_stack_bottom, which I 'm testing now Edit2: Assuming you meant the interstage, I did find that the two bottom nodes were reversed. The fix was to reverse the node directions
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I must have been sleeping when I did this. The breaking force of 50 matches the Mk2 parts. The Mk3 are larger. I can see increasing it, but not to the same as the Mk3. Probably 200 or 225 would be appropriate, although I've had shuttles on the runway, fully loaded with fuel and haven't seen anything fall off. The180000 is just a mistake. This i wasn't aware of, thanks. I'll get these changes incorporated into the mod asap
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Unfortunately, no. I'll be talking about it on Sunday.
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It's still Unity, probably the current one. Mod support is undefined, but we let them know what we needed /wanted as modders. Don't expect any mods to be ported, it's going to be a total rewrite.
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Star Theory IS doing a total rewrite. KSP is just too old with too many compromises. However, the good news is that the developers are all KSP players with a lot of passion for the game. They are definitely keeping the spirit of the game while making it better. Among other things, think about much larger ships on mid level hardware. I'll be talking about it on my stream Sunday evening
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After meeting the developers behind KSP2, asking questions, I am feeling a lot happier. I'm in Seattle for Pax West, and met with Private Division and Star Theory today. Really hyped
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[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
linuxgurugamer replied to Dunbaratu's topic in KSP1 Mod Releases
There were a number of other dialogs at the same time,so that was probably the issue. Anyway, removing it should solve the issue permanently.- 1,364 replies
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