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Everything posted by Daniel Prates
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Oh yeah, that! And I bet it is a hard labouring, thankless and ungainly job too!
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I think they look just awesome. The TKS is mostly IVA'ed by now isn't it? The return capsule always had one, the middle section uses a salyut part (iirc) and only the rear-facing part still needs one.
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[1.9.x] Contract Pack: Bases and Stations Reborn
Daniel Prates replied to linuxgurugamer's topic in KSP1 Mod Releases
Just accept whichever contract appears and do it, apparently. The mod creator knows better than you what you want to do. Or so I have been schooled recently. Life is unfair. -
[1.9.x] Contract Pack: Bases and Stations Reborn
Daniel Prates replied to linuxgurugamer's topic in KSP1 Mod Releases
Yes interesting. I thought about meddling with the max allowed available contracts but I do concern it may mess things up. The thing is, contracts are there to give you a challenge, at the same time it allows you to go through testing/proofing your designs. When a contract pack gives you a lot of options but limit those options to a random max allowed contracts, there is a chance it will only make available things you don't want to do. This pack for instance. It allows lots of things to do with stations and bases. Assume you just designed a lander you want to test.... and the max alowed contracts keeps giving you only station contracts. It is something to think about. So yes @linuxgurugamer life is unfair. Give you an example: you try to start an adult conversation with people you admire and one of them answer you with a "boohoo, tough tiddies" kinda of answer. Not what I expected. -
[1.9.x] Contract Pack: Bases and Stations Reborn
Daniel Prates replied to linuxgurugamer's topic in KSP1 Mod Releases
Some other contract packs , specially the ones that provide many contracts, show this behavior too: there are say 10 or 20 contracts with met requisites, but only a few are offered at any given time. I see this as a handicap. Why shouldn't I chose the one I want amongst 20 unlocked contracts? Is this standard Contract Configurator behavior? @Caerfinon, for your knowledge. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
Daniel Prates replied to IgorZ's topic in KSP1 Mod Releases
Allright @IgorZ, I think that is what everybody wanted and was hoping for! -
Well..... to be honest I am trying to stay optimistic but when you see the current zeitgeist of game development in general, it is hard to ignore the truth, that market considerations tend to make most games favor sales than real quality. Has always been that way but nowadays, more so. So if a game can be dumbed down to reach a wider player base, it probably will be. Microtransactions, a min-maxing model, dlc-oriented sales etc., those things have ruined many of my favorite things lately and I cant shake the feeling that KSP2 will veer off towards that in some way. Ksp1 is excellent BY ACCIDENT, if you think about it. It started unpretentiously with what was almost a mobile phone game and took off unexpectedly, with a small team and a lot of comunity content by competent fanatics. It never followed a normal roadmap. Now however a studio picks up the franchise when it already has a reputation, and conducts development of a sequel as any other major comercial game of the present. That is why constant postponements, few DDs about peripherical details make me shudder. Makes me feel they are all gathered in a cave inside a dead volcano somewhere debating about how to include "cards" somehow or something like that. But I am hoping to be wrong of course. Thanks for your post, I prefer to beleive you are right. Lets see! Also thanks @Master39, I will check the video.
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Nooooo! If you took my post as me defending the idea that graphic designers should adress physics codes (I didnt even mention physics) then go back and read if again. All I'm saying is, many of us are a bit concerned with development, and when the eventual and sparse DD comes mentioning the great developments in "kerbal facial expressions" department, that adds to the concern tied to another postponement. Makes it feel like the many, still undefined aspects of KSP2 that really matter are under debate or have hit an obstacle, hence the postlonement. That is all, if it is clearer rewritten like this. Nothing about graphuc designers coding physics. Other than that you either agree with me or don't, and its all cool.
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This 'postponement' news does not concern me half as much as the dev diaries we are getting. The last one was about graphic modelling (ooo we are finding new revolutionary ways to look at a kerbal, click it, use it's GUI etc), and soooo much time was spent explaining how their facial expression change during flight ... that immediately brought to my mind that Peter Griffin meme ("oh my god who - the hell - cares!"). It is not that graphic development isn't important, but really, we all have so many concerns about what is good in KSP1 and will be kept/improved in KSP2, that a dev diary showing Jeb's face changing from a smiling face to whatever just isn't what I was expecting at this phase. isn't there something more CRUCIAL being debated, which they would find it interesting to share with us? The pace and content of the diaries makes me wonder if the main issues aren't being postponed because they still are not quite sure about main conceptual issues, and for the meantime, some budget is allotted to some graphic designer to find out if he can make it easier to 'click' on a kerbal in some novel way. That, my friends, is the real concern from my part.
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@Beale i was wondering, now that you made your own 'camera' plugin for the probes mod, why don't you integrate it into the 'octans periscope'? I know it exists only to make the soyuz look more realistic but adding the camera would also make the part useful.
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[1.12.x] Far Future Technologies - October 9
Daniel Prates replied to Nertea's topic in KSP1 Mod Releases
That is from another mod, though. -
[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
Daniel Prates replied to JadeOfMaar's topic in KSP1 Mod Releases
I thought world stabilizer had become useless/inert (or whatever one wishes to call it) after 1.11. Isn't it so? -
oh so that's how they reproduce! Nature huh?
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Kerbal Joint Reinforcement - Next
Daniel Prates replied to Rudolf Meier's topic in KSP1 Mod Releases
Freaky. So KJR next is fine then? KJR continued seems to have stopped working, it does not "reinforce" anything anymore and I seem to have returned to pre-kjr wobblyness. @Lisiaswe had a conversation about this some time ago. Both versions of kjr were indicated for different situations/users. Seems it is no longer the case. -
Warp to sunrise - but not quite...?
Daniel Prates replied to Daniel Prates's topic in KSP1 Discussion
Oh great @Stone Blue, I didn't know that existed. Many thanks! You see @Martian Emigrant? Perhaps it does go without saying that one doesn't mean "sunrise as far as a prehistoric hunter on the top of the highest mountain is concerned" ... who would have wondered? Having warp to sunrise placing you at 4:00 kerbal time has several practical applications; having sunrise at mid-morning is good for nothing except going out on a lovely day to pick daffodils. Maybe I should have clarified that on my OP. -
What has been you guys' experience with the new QoL 'warp to sunrise' button? In my case it does not warp to actual sunrise - by that I mean the sun being actually on the horizon, which has lots of practical and navigation applications. Instead, it warps to 4h33 (kerbal time) where the sun is already a bit high on the sky. Sure, it is still early morning, there is enough light to see things, but it is of little use. Having it warp until Kerbol being exactly at zero degrees would be preferable. ... or perhaps, it is what you guys are getting, and it doesn't work only for me, maybe I have too many mods and it screws time compression somewhat. Thoughts?
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[1.8x - 1.11x] Kerbal Weather Project (KWP) v1.0.0
Daniel Prates replied to cmet24's topic in KSP1 Mod Releases
Jeeez... that's prohibitive. -
[1.8x - 1.11x] Kerbal Weather Project (KWP) v1.0.0
Daniel Prates replied to cmet24's topic in KSP1 Mod Releases
I am dying to try this, but first I would like to know if this is considered CPU-heavy. Did anyone try it yet?