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Thygrrr

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Everything posted by Thygrrr

  1. Can't see any errors, nor any connection attempts - what are you doing to connect? These buttons connect to a server. The green plus button on screen 1 is only for local servers or those that don't want to get listed on the master server.
  2. That's not correct, this looks rather like they have a broken reflection probe; or forgot one; likely their multi camera system affects how far a reflection probe can look. There's an "infinite" setting, but the probe needs to be in the right scene; and if that isn't the scene the Stayputnik is in, it's hard to get that texture "across" (but it is doable)
  3. Care to share the code at some point? My idea is to not only show it in the Editor, but also in the ship Resource Panel. Like a consumable resource. My original question was more about the API of that class, though. I can see it in autocomplete and it's mentioned in the API docs.
  4. I can't seem to find the docs for VesselDeltaV, despite it being mentioned, in the API documentation. Did I miss something? PS, sorry this made it into the wrong subforum
  5. It's the very essence of not being a necessity; and people going out of their way to be courteous actually is what makes courtesy "nice."
  6. The LMPClient folder actually contains a GameData folder that contains the actual Mod folder you need to put in GameData. If that is not the fix, you should explain what kind of mods you run and we can talk you through till it works.
  7. Hmmm, this workaround defeats the purpose of not having to EVA in every biome (even though the more I play it like this, the less fun I have, so maybe I will leave it at stock)
  8. This should be included in lvl 2 mission control "Flight Planning". TWR and burn times should be included in lvl 2 VAB/SPH engineering report, and reduce part count to 60 or something (I feel the 255 part limit is something you never reach at that tech level) Ideally, something like the Basic DeltaV mod becomes available at a certain level. If it has to be a small feature, JUST calculate Delta V per stage. It would make the game much, MUCH better. Display Delta V in the Resources panel as if it were a resource.
  9. Well, anything that eases in / out physics, etc. is potentially a big problem when you use mods like Lunamultiplayer (which I am currently helping test) So JUST configuring warp values in a straightforward, robust way would be a huge boon. I found another warp mod (Time Control) that is much more robust than BetterTimeWarp, but also has its own idiosyncracies that make it undesirable (e.g. a very confusing UI, and its core feature is actually not someting I care about).
  10. I run and maintain a personal mod similar to this, and I also changed crew reports to be biome dependent. Doesn't work as well as hoped, though, it effectively only Nerfed EVAs and doesn't let me store multiple crew reports (which is unlike EVAs worked). Any ideas how to make multiple crew reports storeable?
  11. It works, but still has a bunch of bugs. That said, it works pretty well. It is being actively maintained and improved.
  12. I think neither should be standard. B9 is a pretty janky set of game hacks; I find the variants management that KSP 1.4 brought much better. I'm really sad SO MANY mods still have a B9 dependency, worse even if they use the ungodly Interstellar Fuel Switch mod on top of that. Suddenly you have three "dimensions" to switch parts through, but each only uses one or two of these. Tweakscale... I would rather see procedural fuel tanks and trusses, but not procedurally scaled "everything".
  13. Yeah, FlowerChild comes across as a somewhat egomanic character at times, their Minecraft Mod Better than Wolves (essentially the best MC mod ever made) is also strictly All Rights Reserved, Do Not Distribute. Cannot argue with FlowerChild's extremely good design skills, though. Guess the terms are warranted.
  14. The documentation is outdated in that paragraph; much like a LineRenderer Component , Trail Renderers can be anchored in the world (or whatever transform you parent them to). As ou can choose your own material and thus shaders, you have very fine grained control over how these "particles" could look and orient themselves. Both do require some understanding of the KSP / Unity rendering path though, and I wonder how well it would work if every wheel had a trail, and trail generation would need to pause as soon as the wheel left the ground, etc.
  15. I won't write this mod, but Unity 5 and up have a very decent TrailRenderer Component that is suitable for exactly this, and it would be just one Gameobject per wheel. It would, however, be somewhat nonpersistent, i.e. there is a max length and time you could have, but it could be hundreds of meters if not some kilometers long. As a nonphysical object, its overhead on the overall performance would be quite negligible.
  16. In my recent 1.4.5 games, when I land a simple can style lander on the Mun, more often than not, one of the legs suddenly snapped off (at 3m/s vertical speed), and a phantom force launching the craft ~2km up from the surface again.
  17. What does ModuleDeployableSolarPanel inherit from? Is there a Deployable base class at least SOMEWHERE? That said, wouldn't a network message that contains the action and the module suffice, rather than building and sending across XML data? (as protovessels themselves get synced, I guess that problem is somewhat solved?) Anyway, as a long time game developer I am AMAZED at how the DMP "hack" already worked to make a convincing multiplay experience, and LMP one-ups that with decent interpolation and more vessel stability ("immortality", though I had some vessels that should have died but wouldn't; will try to get a repro next time)
  18. Is the syncing problem a frequency/bandwidth problem or a "get the data" problem? I might have some ideas for the former, but not for the latter. On a related note, I wonder if KIS/KAS could be made to work over network.
  19. Holding Shift cuts it in half, but a quarter would be so much better. Angle snap turns it in or off, but the angle snap amount doesn't do anything for translation - only when rotating things. I'll try to glimpse the code and maybe provide a PR, though I know next to nothing about KSP modding (but am experienced with Unity)
  20. Hey, is there a way to change the "position" snapping when using the position tool (both local and absolute?) I'd like it to be at least half, if not a quarter of what it currenntly is.
  21. I want ground stations that I can buy but that don't cause extra simulation overhead. I want this excessive coverage to be a costly choice in career mode. I currently use "extra launch sites" as the 3 extra comms beacons, but keep the additional stations off.
  22. You are coming in too steep! Increase reentry heating to 120% or more (I like 150% - every reentry takes full attention), and also reduce Kerbal G tolerance. A 10g entry should at least make them pass out, or kill them. Together with plasma blackout, you would reenter either at an oblique angle, or crash. Solved. (Btw this is how I play)
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