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KSP2 Release Notes
Everything posted by Iamsodarncool
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Developer Insights #9 – Orbit Tessellation
Iamsodarncool replied to Intercept Games's topic in Dev Diaries
I enjoyed this technical deep dive and I want to see more stuff like it! -
Looks amazing. Pol has been my favorite celestial body since I started playing KSP in 2014, and I can't wait to re-explore it in glorious high fidelity. I hope that the pointy triangular boulders are coming back! They are my favorite feature of KSP1 Pol.
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Minor ladder suggestion
Iamsodarncool replied to SlowSpoke's topic in KSP1 Suggestions & Development Discussion
Struts, fuel lines, fairings, and launch clamps are all vanilla procedural parts. Also, OP isn't asking for procedural parts. They're asking for a way to control how fully the ladders extend. We have deploy limits on cargo bays, there's no reason we can't have them on ladders as well. -
Six and a half years ago, Porkjet teased an update to Habitat Pack, which he called "LivingSpace". These were the original images he shared: https://imgur.com/a/fZpyU Last year, he quietly released all those parts on Github, under the name IberiCo Spacecraft. https://github.com/Porkjet/IberiCoSpacecraft I've been playing with the mod in 1.11.1 and it works great. Absolutely fantastic parts pack. This seems to have gone entirely undiscovered by the KSP community until now, which is kind of amazing to me. Porkjet told me it was fine to post about IberiCo here, so here I am, spreading the good news
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Six and a half years ago, Porkjet teased an update to Habitat Pack, which he called "LivingSpace". These were the original images he shared: https://imgur.com/a/fZpyU Last year, he quietly released all those parts on Github, under the name IberiCo Spacecraft. https://github.com/Porkjet/IberiCoSpacecraft I've been playing with the mod in 1.11.1 and it works great. Absolutely fantastic parts pack. This seems to have gone entirely undiscovered by the KSP community until now, which is kind of amazing to me. Porkjet told me it was fine to post about IberiCo here, so here I am, spreading the good news
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[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Iamsodarncool replied to Nils277's topic in KSP1 Mod Releases
This information is incorrect. I double checked with a clean install of KSP, no mods except KPBS. However, I fixed the issue by simply deleting the files for all the parts with non-stock resources. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Iamsodarncool replied to Nils277's topic in KSP1 Mod Releases
Hello, is there a version of KPBS that doesn't have all the new resources? After installing the mod I'm seeing all kinds of new stuff I don't recognize, like Enriched Uranium, MaterialKits, and ExoticMinerals. I just want the pretty parts -
[1.12.x] WASD Editor Camera Continued - New Dependencies
Iamsodarncool replied to linuxgurugamer's topic in KSP1 Mod Releases
Hey, I'm currently using 0.7.3 with KSP 1.11.1 and there are no issues that I'm aware of. It all works great. Thanks for all your hard work making maintaining KSP mods, Linux, you're the best <3 -
Hi, I don't have any experience coding KSP mods, but I'm a full time Unity dev so I think I can help. The problem here is that lights have a culling mask that determines which layers of objects their light affects. Kerbals and ships are on different layers, and the PlanetShine lights do not have the Kerbal layer in their culling mask. According to the KSP modding documentation on layers, Kerbals are on layer 16. So I think this bug would be fixed by changing line 124 of PlanetShine.cs from light.cullingMask = (1 << 0); to light.cullingMask = (1 << 0) | (1 << 16);. However if that doesn't work (the modding docs seem pretty out of date so I wouldn't be surprised) you can write a script to find the layer of the Kerbal renderer components and use that number instead of 16.
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[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
Iamsodarncool replied to Galileo's topic in KSP1 Mod Releases
You have to turn up the terrain quality in the graphics settings, then restart the game.- 1,019 replies
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I support this wholeheartedly. Take all the time you need.
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@KSK in real life, humans will be making interstellar journeys subluminally. I play KSP for the realistic futurism fantasy. If you really want science fantasy technology there will certainly be mods for it, just as there are in KSP 1.
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Except thanks to the incredible work of the people at Unity it literally is, assuming the game is built with DOTS. I know this because I have personally worked with multithreaded physics in Unity.
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To quote from that page: > Built on top of the Unity C# DOTS framework, it is network-ready, completely customizable, and built for performance out of the box. Whether you're building the next mobile hit or a new networked multiplayer console experience, Unity Physics leverages the Burst compiler and Job system to scale across a range of hardware. DOTS, the Burst compiler, and Job system all mean multi-threading. Also, I have personally programmed multi-threaded physics simulations using this tech, so yes it's multi-threaded.
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This is false. https://unity.com/unity/physics
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And one line below the text you quoted - "Stable release: August 14, 2019; 4 days ago" I work in Unity literally every day, so I can say with good authority that it will not hold back KSP 2. Yes it is? Ships are made of many (thousands of) parts, each of which is simulated individually in the physics engine. ECS/DOTS enables multi-threaded physics, which would drastically help the performance of the game.
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No offense but you have no idea what you're talking about
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One of my favorite features of KSP is that it is DRM-free. I really hope KSP2 is as well.
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Technical question: is KSP2 developed with the legacy GameObject Unity architecture, or with ECS/Jobs?
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Can someone share a screenshot of the UI for choosing your suit color?
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How did you get footprints?? I have wanted these (along with rover tracks) since I started playing!
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- beautify
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Kerbal Space Program 1.4.5 and Making History 1.4 is live!
Iamsodarncool replied to UomoCapra's topic in 2018
Something I've wanted in KSP since I started playing it is the option for map view to displayed on a separate monitor from ship view, rather than having to toggle between them. Unity 2017 has a really nice feature for this, Camera.targetDisplay. Is such a feature on the table?