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AlphaMensae

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Everything posted by AlphaMensae

  1. There will be a big release party, hosted (and streamed of course) by Das Valdez, should start in the early afternoon, Central Daylight Time (UTC - 5).
  2. If I recall correctly, the 1.1 release went live either during or at the end of the 1st day of the release party stream with Das Valdez, so I figure the 1.2 release will go live at some point during tomorrow's release party stream...whenever that is.
  3. First, Kerbalism isn't updated for 1.2, and second, if it somehow did work, it has its own antenna system, so the stock CommNet got disabled or prevented from working.
  4. This was just the 1.2 teaser, there will be an actual cinematic trailer released as well, produced by Pablo and Leticia.
  5. And as for the future of Squadcast, for today at least Das Valdez stepped in asked to host it...and so he did! He also had @UomoCapra on a video call from Squad's main office (Pablo and Andie ( @Badie ) , among others, were there in the background). Oh yeah, Das will be back at Squad HQ for the 1.2 release party. Lots of talk from Uomocapra about the "franchise" plans. VR is also big on Squad's plans for KSP.
  6. One small bit of optimism for KSP's future came from @RoverDude, who on his stream last night said he was looking forward to the future KSP development. NDA and all, so no details of course, but he did sound positive about the outlook for KSP. May not be much, but he IS still there, so it's keeping me from falling completely to the dark side. In fact, maybe even Expect Good Things...like maybe we finally get something like Kerbal Engineer into the stock game. It could be that the group who left was tasked with simply cleaning up/fixing/finishing 1.0 into what it should have been, and once done the decks were cleared to make way for the real goodies that we've longed wanted.
  7. Yep, Elon's fanta...er, plan IS insane And the Vector has, what, not even a third of a Raptor's max thrust? And there's 42 of them. Just note that the planned launch thrust of the BFR is around 3.5 times that of the S-1C stage of the Saturn V...
  8. Well, I have some thoughts on what the first two exapansion packs could be: 1) There already is an officially-sanctioned ULA (United Launch Alliance, a Boeing-Lockheed joint venture that launches the "legacy" US rockets, i.e Atlas V and Delta II/IV) mod pack in progress. The parts are apparently all done, and it's in ULA's hands, but no news of when it will be released. Something tells me it's because it's being set up as the first of these new KSP expansion packs, rather than be released as just another mod. 2) More speculative, but could a SpaceX partnership and expansion pack be next? All the Falcon9, Falcon Heavy and maybe even the BFR/MCT (or if you will, the ITS) parts you could imagine! Maybe this is why we haven't gotten stock large Falcon9-type landing legs yet.
  9. Yup, he was one of the signees of the departure post. Interestingly, both him and Taniwha (who also left) joined the dev team during the 1.1 development period, sometime around when 1.0.5 was released.
  10. Yup, it does appear we now know why the "Porkparts" were released separately. Unless Porkjet plans to finish them himself and release a version as a mod, we won't see the rest of them. I've been going through the devotes for 1.1 when it was still in development, and on at least two occasions it was mentioned that Porkjet was starting or continuing the planning for the rocket parts overhaul, so it WAS going to happen at some point...not any more, unless someone else picks it up. As for who's still there, Roverdude and Nightingale are (though Roverdude is truly a remote contractor, he has a big thing going on aleady with his USI suite of mods), and on the QA/dev side there is TriggerAU and sal_vager.
  11. Yeah, I posted that before seeing this link to a possible dark side to this story. If there is any truth in that, then what I said still holds, in a bit of different way. The devs must have stayed with Squad long enough to complete 1.2 out of sheer love for KSP and the community, then seeing their job complete, collectively said "No more!" and departed.
  12. Aren't/weren't most of the KSP devs remote contractors anyway? How many actually were working in Squad's HQ in Mexico City? I I know Roverdude is a contractor, and Porkjet is in Germany; looking at the others, NathanKell is in New York City (he appeared as a guest on the Das Valdez-EJ_SA Twitch stream from the Intrepid Museum), Arsonide is in Texas, I think Sarbian is in France, and Taniwha is in Japan. On the 1.1 launch party streams with Das Valdez, the only Squad staff who appeared on camera were Dan, Pablo and Andrea on the first day, and Felipe himself on the second day. If that PCGamesN report has any truth behind it, I can see the devs who left saw their job complete with 1.2--which does look like what 1.0 should have been--and decided that was it, time to head for greener pastures elsewhere. Then again, it's also reasonable to think that they saw no furthur challenges in KSP, and again, look for something else.
  13. I think there comes a time when you feel your job is done and it's time to find new challenges elsewhere. 1.2 looks to be the culmination of a long process to make v1.0 what it should have been, and appears the group of devs who made it happen feel it's time to move on, and hand KSP off to a new generation (that would include Nightingale, who did not leave ). The mass departure is shocking, but not entirely suprising.
  14. Wow, all the departures are shocking, but perhaps not entirely surprising. Version 1.2 looks to be the culmination of long process, that of making KSP what it should have been all along, and I can see many of the devs thinking "Well, our job is done, time to hand KSP off to the next generation.". Many of them must want some personal time now, or to find new challenges in greener pastures. To all of the devs who are leaving: Thank you very much, 1.2 looks to be a winner, like a walk-off grand slam (baseball phrase).
  15. It's not just parts that can be modified or cloned with MM, the tech tree (edit, move and create new tech nodes) and experiment definitions (edit the stock science experiemts and create new ones) can be modified as well. Oh yeah, and resources too.
  16. Speaking of PQSCity and MapDecalTangent, I've been making alternate KSC sites for KSC Switcher, but am having a problem with the KSC facilities and buildings being too high above the ground; there is too much of that underlying "pad" showing, and rather than having a short gentle slope like it is with the stock KSC, the slope is much longer, and there is a break where the slope angle gets steeper. What are the correct settings for the offsets to recreate the stock KSC appearance. Looking at that pic that@Galileo posted, it appears that the offset(s) for at least MapDecalTangent may be far higher than I had supposed, if it produces a giant crater like that without PQSCity.
  17. For Windows: Double-click on the Hyperedit .zip file, that will open up the 7-zip window. Double-click on the Gamedata folder, that will reveal the Kerbaltek folder. Copy the Kerbaltek folder to (Your KSP folder name)/Gamedata, you can either just drag it over or use the copy-paste functions. That's it.
  18. Go through each build's changelogs and look for the things that make you say "Yay! About time we could do that!" as opposed to gameplay additions, i.e. the small things, and those should be @Claw's doing. Like the new right-clicking the staging icon to bring up a part's action menu, or now being able to jump directly to the tracking station from the pause menu; we already got being able to press "enter" when doing an Alt-F5 named quicksave (and that is aa confirmed Claw addition). Oh yeah, Claw did most of the SAS reworking as well.
  19. Oh yes, the huge unwieldy Utilities category has finally been broken down into sensible, more managable parts. That was the first use of custom categories I did. In fact, an "Electrics" custom category was one of the first I made. And does that show that the antennas are in Communication now, instead of Science?
  20. Yep, it's for Block II. But it doesn't look like it will happen, as Orbital ATK's new advanced SRB is now looking like what will be used. https://www.nasaspaceflight.com/2015/02/advanced-boosters-towards-solid-future-sls/
  21. I actually deleted my post since I had a brain-lock and forgot the engine being addressed was the Poodle, not the Twin-Boar. . It's the new Twin-Boar model that looks like the F-1B. But... The F-1B is a proposal for the SLS Block-II Advanced Booster; the Block I that will launch first will use 5-segment versions of the shuttle SRBs.
  22. Yes, from what you said, that will delete all the '+' symbols since it appears that was the only custom category you had, the one provided by SpaceY.
  23. @Higgs Ok, after a bit of testing, it turned out I slightly misremembered something. Custom categories can be added if you enable Advanced Mode in the editor (that large arrow in the upper left of the part picker), but the '+' symbols don't appear until you actually add a category. I've always used custom categories, even when I had just stock parts, so forgot that little detail. SpaceY adds its own custom category (enter Advanced Mode to see it), so that's why you're getting the '+' symbols. Just delete the "Category" folder from SpaceY's folder in Gamedata, and that will remove the '+' signs.
  24. That '+' in the corner is for putting the part into a custom category, it's a stock feature, been there for quite a while now.
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