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MR L A

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Posts posted by MR L A

  1. 31 minutes ago, Lisias said:

    No, you can't. This is a already known issue on Steam, I think you should update yourself about the issue:

    https://appuals.com/how-to-disable-steam-auto-updates/

    The only way to really prevent an update is to manually edit the AppManifest. But then, you need to edit back when you decide you want the updates. Not really what the majority of the users are going to do - some of them don't want even to copy the game to another folder, how much editing the guts of the Steam, risking a typo on a file that will be hard (for them) to diagnose later.

    All the other measures are hacks that induce the desired behavior by collateral effects - and that, frankly, are very prone to errors.

    The best solution would be Steam warning about the new version, and asking you if you are ready to update or if you want to postpone it for some time (a week, a month, whatever). That's a proper behaviour that would directly benefit the Modders.

     

    EDIT: I take it back, when on earth was that change made? I could have sworn I saw the "disable" option within the last few days...

  2. I think SQUAD should do a kind of Final Edition update... not actually the final version of KSP in terms of features, but the final version in terms of tweaks to the fundamentals (API?) of the game so that future updates are solely cosmetic or the implementation of 'slap-on' features rather than anything that breaks mod compatability to a huge degree.

    Also, I know nothing about coding or modding KSP so I recognise my opinion probably isn't worth too much. 

  3. Honestly... probably not that long for an actual mission, but I'm quite capable of spending an entire day in the VAB/SPH, performing test launches and optimising my designs :)

    I really want to do a video to show a few of them off but my potater can barely run KSP at 30fps, never mind KSP whilst using screen capture software and a mod or two like scatterer and real plume to make it look good too :(

    tenor.gif?itemid=11422178

  4. 5 hours ago, Aeroboi said:

    That would only be clear if the part itself changed in it's shape. 

    This is exactly what has happened. 

    They haven’t actually altered the parts aerodynamics other than by what the game generates automatically using the textures maps (or something like that - basically aero is calculated partially automatically and any cosmetic adjustment impacts aerodynamics... because it’s basically a new shape). 

    Any parts that appear to have changed that haven’t been updated cosmetically in 1.5 shouldn’t be anything to do with squad unless either I or they haven’t been very thorough with the change log

  5. 2 minutes ago, Aeroboi said:

    Furthermore I'm not very happy about these constant changes to aerodynamics.

    Like I said, squad haven’t mentioned any aero changes for this update and the general consensus is they haven’t made any. 

    As for not updating the KSP laws of physics, I couldn’t disagree more. If squad decides to implement more advanced aero properties like those in FAR or advanced orbital stuff like Principia, they’d be most welcome as they only open up more options for things like ground effects or halo orbits. Hell, even minor changes to aero probably should be made as the atmosphere is STILL quite soupy. 

    I really don’t think Squad should worry about implementing such updates (which I doubt they would anyway) just because a couple of badly designed craft no longer work properly. 

  6. 14 hours ago, juanml82 said:

    There are differences in the aero model in 1.5.1 vs the one in 1.4.5

    I've tested a single (larger) spaceplane, which made it to orbit ok in 1.4.5 and in 1.5.1 it's possible for its nosecone to blow up due overheating - and it's not due the thermal model, the plane flies higher and faster on air breathing mode.

    Not complaining.

    The change log mentions no alteration of aero; however, squad have confirmed that the part updates also effect their aerodynamic properties - so I’d imagine the reason your craft is flying differently is because of the parts it uses :)

  7. 48 minutes ago, pincushionman said:

    until you can buy the ability to build something not so wobbly and noodle-y.

    This should be fixed, to a large degree, by using rigid attachment and autostrut in advanced tweakables, should it not? It's been an incredibly long time since I've had any noodle-like behaviour...

    I understand it isn't perfect still, but "noodle" seems a bit of a stretch these days

  8. Hi everyone

    I'm putting off my Masters degree work by finally creating my own KSP flag. I've done this before but never really put any effort into designs. 

    Anyway, I've hit a bit of a stumbling block - I want a specific map projection type of Kerbin, known as "Azimuth Equidistant". This is the type of projection used in the UN flag as well as the Kerbalised version already in game. Does anyone know how I might go about obtaining the data required to produce this map projection type for my own use (and how to then make it)? Or have the projection already (I googled it and found nothing)?

    If I've not been clear about anything, please let me know.

    Thanks!

  9. 2 hours ago, sl2va said:

    I think it's possible because there's PhysX that use a lot GPU cores (really a lot cores, 500 for example) for physics calculation.

    Yeah but that's basically GPU acceleration, not CPU multi-threading. They are two very different things - and yeah, of course it's possible, it is just a hell of a lot of work - and not work that SQUAD can necessarily do anything about considering they don't own the Unity engine. 

  10. 6 hours ago, sl2va said:

    1.5.1 version still use 2 cores for physics and maybe +1 core for aerodynamics FX. I really want to see in next update optimization for all cores.

    #AddCpuOptimizationForAllCores

    I, too, would absolutely love this; however, I also understand (even as a complete non-coder) that this would be a herculean task that would probably be limited by the work the Unity engine developers have done :)

    I'd probably actually pay for that to be an update though..

  11. 5 hours ago, The_Cat_In_Space said:

    We've been hearing that for the last 9 months

    Entire development of KSP****

    That's how Squad works (and, coincidentally, Paradox Interactive - the makers of the only other game I currently play)

    SoonTM

    1 hour ago, Dafni said:

     Nooo, please tell me this is not true. A performance hog in the stock base game would be the last thing KSP needs.

    This feature can be turned off though (you have to turn it on by default currently) - so I guess that saves some performance? I mean, as soon as KER is updated, I might as well turn it off as it becomes pretty superfluous. 

  12. 2 hours ago, Tyko said:

    You don't even need an extra mod for KER. KER's settings menu includes an option to go partless.

    I know but last time I checked the mod for MJ does the same for KER too.. despite it already being there. Though I do think it means you don’t have to alter the KER settings if you’re feeling extra lazy

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