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2204happy

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Posts posted by 2204happy

  1. Hello everyone (and hopefully any KSP developers),

    It has been years since I have been on this forum, but I was alerted to the news that Kerbal Space Program will be having its final update via a ping in the KSP discord. I haven't played the game in ages, I have just been so preoccupied, but upon hearing this news, I have been overwhelmed by a massive wave of nostalgia, and I cannot wait to get back into the game now.

    Just looking back on the history of this game is amazing, the first version I played was version 0.21, so I'm not as that much of a veteran as others, but even still, 0.21 was released way back in 2013, which was 8 years ago, time really does fly!

    But on to what I mentioned in the title. I remember a while back (perhaps 5-6 years ago idk), on KSPTV, a developer (whom I believe was Maxmaps?), did a livestream where he played through the earliest versions of the game, versions prior to 0.7.3 that were never released, these had been found I believe on an old backup drive or something from HarvesteR, and I remember really wanting to play them, hoping that they would be released one day, unfortunately that day never came (at least to my knowledge), and I hope that by writing this there could be some slim chance that they might get released after all of these years, after all it would be fitting. I know this is far fetched but I feel I have to try, my past self would hate me if I didn't take this opportunity. 

    And Finally, I would like to thank every developer who has worked on what is perhaps my favourite game of all time, I started playing the game when I was 11, and Kerbal Space Program has brought me hours of joy (understatement of the year!), and has been one of the most defining parts of my childhood. So from the bottom of my heart, thank you so much.

    P.S: I can't wait for KSP 2!:D

  2. I'm not sure why, but ever since the mk1 command pod overhaul the little old mk16 parachute has just seemed a little out of place, with it's low res textures and everything.

    I do understand that many people may disagree with me however as it is to my knowledge the only part who's texture and mesh have not changed since the first public release of the game, and might be considered nostalgic to some players. Maybe it would be a good idea for squad to keep the part in as an easter egg or something similar.

  3. 4 hours ago, UomoCapra said:

    We also did an adjustement to the MK2 Lander Can. This is how it looked last time you saw it:
     

    I wasn't really one that complained of this design you showed a few weeks ago.

    But comparing this design the the new one you just showed, the new design is much much better.

    I'm really happy that you guys listen to the community though we all really appreciate it!

  4. On 11/9/2018 at 6:28 AM, Huita said:

    Hello,

    i love space games and all that jazz, and yet i couldn't make myself play KSP over the years for one simple reason:

    cartoony style.

    So, years passed, but searching didn't help me with any mod related to it (except for scott somebody head).

    Soo...

    1. Is there a mod to block visors and everything and stop seeing kerbals in general? Maybe pretend those are robots?

    2. Is there a mod to replace them with human looking humans?

    3. Is there a mod to make everything look realistic, in general?

     

    Thanks.

    SimpleRockets2, a game similar to ksp but without the kerbals was recently released into early access.

    If you don't want Kerbals then its probably a good alternative.

  5. I'm not sure where to post this, but i seem to be logged into this mr.xenophorph account on the wiki, and when I log out, it logs me back in.

    Not sure where to report this sorry.

    EDIT: only on the main page does this show

     

  6. Just now, 0111narwhalz said:

    You can find the really old versions stickied in the KSP Discussions subforum. As in 0.7.3 through 0.13.3.

    I know, im talking about 0.14-0.90

  7. On 27/01/2017 at 10:53 PM, Red Iron Crown said:

    Do they, though? I don't really see any evidence of anything but a tiny majority wanting more than the previous one available (which is already done). There's just not a lot of utility in older versions.

    I was more saying to add a poll as an estimate to see how many people want it.

    22 hours ago, Slam_Jones said:

    Did I miss something?  I didn't think they were planning on doing DLC for KSP.  Wouldn't make much sense with the impressive amount of mods available for free...

    Not sure that KSP will make DLC, just guessing:).

    22 hours ago, Slam_Jones said:

    Also, I've got a few old versions because I saved them to a separate folder before updating the main install.

    I do to! I've kept all of the versions that I got in its original .zip since 0.21 when i started playing.

  8. On 25/01/2017 at 10:24 AM, Gamel0rd1 said:

    Having gone through the same problem myself, I have concluded TheWhiteGuardian's config he shows in the video is either outdated or does not work.

    To get around the problem, I used some of the config code from the OPM mod (a planet pack), changed the values to suit my planet and use that as a config - don't worry, it isn't stealing unless you use the exact code, so make sure you change it when adding your planet.

     

    Edit: This is from my config which works. Use this.

     

      Hide contents

     

    @Kopernicus:AFTER[Kopernicus]
    {
        Body
        {
            name = //body name
            flightGlobalsIndex = 187        
            Debug
            {
                exportMesh = true
                update = true
            }
            cacheFile = //cache file
            Template
            {
                name = Tylo //always use tylo for rocky bodies
                removeAllPQSMods = true
            }
            Properties
            {
                radius =   //change these     
                geeASL = 
                rotationPeriod =
                tidallyLocked = false
                description = //description
                timewarpAltitudeLimits = 0 3544 7088 14175 28350 56700 113400 226800
                ScienceValues
                {
                    landedDataValue = 6.5
                    splashedDataValue = 1
                    flyingLowDataValue = 1
                    flyingHighDataValue = 1
                    inSpaceLowDataValue = 3
                    inSpaceHighDataValue = 5
                    recoveryValue = 4.5
                    spaceAltitudeThreshold = 118000
                }
                biomeMap = //file route .dds
                Biomes
                {
                    Biome
                    {
                        name = Great Dark Spot
                        value = 1.0
                        color = #FF00D0
                    }
                    Biome
                    {
                        name = Chulak Hills
                        value = 1.0
                        color = #00FFCB
                    }
                    Biome
                    {
                        name = Rosas Hills
                        value = 1.0
                        color = #FF6100
                    }
                    Biome
                    {
                        name = Highland Mountains
                        value = 1.0
                        color = #FFEF00
                    }
                    Biome
                    {
                        name = Planetary Gorge
                        value = 1.0
                        color = #62FF00
                    }
                    Biome
                    {
                        name = Inner Crater
                        value = 1.0
                        color = #FF0015
                    }
                    Biome
                    {
                        name = The Great Rim
                        value = 1.0
                        color = #0015FF
                    }
                    Biome
                    {
                        name = Olei
                        value = 1.0
                        color = #00D178
                    }
                }                
            }
            Orbit
            {
                referenceBody = //sun not kerbol
                color = RGBA(130, 123, 83, 255)
                semiMajorAxis = //orbit height average
                inclination = 0.15
                eccentricity = 0.06
                longitudeOfAscendingNode = 260
                argumentOfPeriapsis = 50
                meanAnomalyAtEpoch = 0
                epoch = 213
            }
            ScaledVersion
            {    
                Material
                {    
                    texture = //colormap. You need it again below, don't miss it.
                    normals = //normal map
                }
            }
            PQS
            {
                deactivateAltitude = 189945
                minLevel = 2
                maxLevel = 8
                minDetailDistance = 6
                maxQuadLengthsPerFrame = 0.03                
                Material
                {
                    saturation = 1
                    contrast = 0.85
                    tintColor = 1,1,1,0
                    groundTexStart = 0
                    groundTexEnd = 9000
                    steepTexStart = 0
                    steepTexEnd = 9000
                    steepTex = CTTP/Textures/cliff //You need CTTP for this. If you don't have it, remove this.
                    steepBumpMap = CTTP/Textures/cliff_normal
                    steepNearTiling = 2500
                    steepTiling = 25
                    lowTex = CTTP/Textures/beach
                    lowBumpMap = CTTP/Textures/beach_normal
                    lowNearTiling = 2500
                    lowMultiFactor = 25
                    lowBumpNearTiling = 2500
                    lowBumpFarTiling = 25
                    midTex = CTTP/Textures/sand
                    midBumpMap = CTTP/Textures/sand_normal
                    midNearTiling = 5000
                    midMultiFactor = 50
                    midBumpNearTiling = 5000
                    midBumpFarTiling = 50
                    highTex = CTTP/Textures/snow
                    highBumpMap = CTTP/Textures/snow_normal
                    highNearTiling = 5000
                    highMultiFactor = 50
                    highBumpNearTiling = 5000
                    highBumpFarTiling = 50            
                    lowStart = 0
                    lowEnd = 0.25
                    highStart = 0.35
                    highEnd = 1
                }
                Mods //important
                {    
                    VertexHeightMap
                    {
                        map = //height map .dds
                        offset = 0
                        deformity = //mountain height offset
                        scaleDeformityByRadius = False
                        order = 10
                        enabled = True
                    }
                    VertexSimplexHeightAbsolute
                    {
                        seed = 11182391
                        deformity = 800
                        octaves = 16
                        persistence = 0.5
                        frequency = 24
                        enabled = true
                        order = 20
                    }                
                    VertexSimplexHeight
                    {
                        seed = 2488903
                        deformity = 800
                        octaves = 16
                        persistence = 0.5
                        frequency = 4
                        enabled = true
                        order = 30
                    }        
                    VertexHeightNoiseVertHeightCurve2
                    {
                        deformity = 1200
                        ridgedAddFrequency = 32
                        ridgedAddLacunarity = 2
                        ridgedAddOctaves = 8
                        ridgedAddSeed = 645434
                        ridgedMode = Low
                        ridgedSubFrequency = 32
                        ridgedSubLacunarity = 2
                        ridgedSubOctaves = 8
                        ridgedSubSeed = 934272371
                        simplexFrequency = 24
                        simplexHeightEnd = 3500
                        simplexHeightStart = 0
                        simplexOctaves = 16
                        simplexPersistence = 0.5
                        simplexSeed = 56432343
                        order = 40
                        enabled = True
                        simplexCurve
                        {
                            key = 0 0 0 0
                            key = 0.6311918 0.4490898 1.432598 1.432598
                            key = 1 1 0 0
                        }
                    }
                    VoronoiCraters
                    {
                        colorOpacity = 0.7
                        DebugColorMapping = False
                        deformation = 250
                        jitter = 0.1
                        jitterHeight = 3
                        rFactor = 1
                        rOffset = 1
                        simplexFrequency = 120
                        simplexOctaves = 6
                        simplexPersistence = 0.5
                        simplexSeed = 3412312
                        voronoiDisplacement = 0
                        voronoiFrequency = 25
                        voronoiSeed = 4353453
                        order = 50
                        enabled = True
                        CraterCurve
                        {
                            key = -0.9982381 -0.7411783 -0.06500059 -0.06500059
                            key = -0.9332262 -0.7678316 -0.2176399 -0.2176399
                            key = -0.8990405 -0.7433339 -2.560626 -2.560626
                            key = -0.7445966 -0.8581167 0.4436148 0.4436148
                            key = -0.4499771 -0.1392395 5.289535 5.289535
                            key = -0.4015177 0.2551735 9.069458 -2.149609
                            key = -0.2297457 0.002857953 -0.4453675 -0.4453675
                            key = 0.2724952 0.00423781 -0.01884932 -0.01884932
                            key = 0.9998434 -0.004090764 0.01397126 0.01397126
                        }
                        JitterCurve
                        {
                            key = -1.000701 0.4278412 0.1577609 0.1577609
                            key = -0.7884969 0.09487452 -0.7739663 -0.7739663
                            key = -0.6091803 0.072019 0.123537 0.123537
                            key = -0.3930514 0.3903495 3.300831 3.300831
                            key = -0.3584836 0.8643304 0.07139917 0.07139917
                            key = -0.2988068 0.002564805 -0.01814346 -0.01814346
                            key = 0.9970253 0.003401639 0 0
                        }
                    }
                    VertexColorMap
                    {
                        map = ////////USE YOUR COLOR MAP AGAIN HERE.
                        order = 60
                        enabled = True
                    }
                    LandControl
                    {
                        altitudeBlend = 0
                        altitudeFrequency = 1
                        altitudeOctaves = 4
                        altitudePersistance = 1
                        altitudeSeed = 1
                        createColors = False
                        createScatter = True
                        latitudeBlend = 0
                        latitudeFrequency = 1
                        latitudeOctaves = 1
                        latitudePersistance = 1
                        latitudeSeed = 1
                        longitudeBlend = 0
                        longitudeFrequency = 1
                        longitudeOctaves = 1
                        longitudePersistance = 1
                        longitudeSeed = 1
                        useHeightMap = False
                        vHeightMax = 10000
                        order = 999999
                        enabled = True
                        altitudeSimplex
                        {
                            frequency = 1
                            octaves = 3
                            persistence = 1
                        }
                        latitudeSimplex
                        {
                            frequency = 1
                            octaves = 1
                            persistence = 1
                        }
                        longitudeSimplex
                        {
                            frequency = 1
                            octaves = 1
                            persistence = 1
                        }
                        landClasses
                        {
                            Class
                            {
                                alterApparentHeight = 0
                                alterRealHeight = 0
                                color = 0,0,0,0
                                coverageBlend = 0
                                coverageFrequency = 1
                                coverageOctaves = 1
                                coveragePersistance = 1
                                coverageSeed = 1
                                name = Base
                                latDelta = 1
                                latitudeDouble = False
                                lonDelta = 1
                                minimumRealHeight = 0
                                noiseBlend = 0
                                noiseColor = 0,0,0,0
                                noiseFrequency = 1
                                noiseOctaves = 1
                                noisePersistance = 1
                                noiseSeed = 1
                                delete = False
                                altitudeRange
                                {
                                    endEnd = 1
                                    endStart = 1
                                    startEnd = 0
                                    startStart = 0
                                }
                                coverageSimplex
                                {
                                    frequency = 1
                                    octaves = 1
                                    persistence = 1
                                }
                                latitudeDoubleRange
                                {
                                    endEnd = 1
                                    endStart = 1
                                    startEnd = 0
                                    startStart = 0
                                }
                                latitudeRange
                                {
                                    endEnd = 1
                                    endStart = 1
                                    startEnd = 0
                                    startStart = 0
                                }
                                longitudeRange
                                {
                                    endEnd = 2
                                    endStart = 2
                                    startEnd = -1
                                    startStart = -1
                                }
                                noiseSimplex
                                {
                                    frequency = 1
                                    octaves = 1
                                    persistence = 1
                                }
                                scatters
                                {
                                    Scatter
                                    {
                                        density = 0.8
                                        scatterName = ice_boulder
                                    }
                                }
                            }
                        }
                        scatters
                        {
                            Scatter
                            {
                                materialType = BumpedDiffuse
                                mesh = BUILTIN/boulder
                                castShadows = True
                                densityFactor = 1
                                maxCache = 512
                                maxCacheDelta = 32
                                maxLevelOffset = 0
                                maxScale = 1
                                maxScatter = 20
                                maxSpeed = 1000
                                minScale = 0.5
                                recieveShadows = True
                                name = ice_boulder
                                seed = 452746345
                                verticalOffset = 0
                                delete = False
                                collide = True
                                science = False
                                Material
                                {
                                    color = RGBA(154, 125, 94, 255)
                                    mainTex = CTTP/Textures/snow
                                    mainTexScale = 1,1
                                    mainTexOffset = 0,0
                                    bumpMap = CTTP/Textures/snow_normal
                                    bumpMapScale = 1,1
                                    bumpMapOffset = 0,0
                                }
                                Experiment
                                {
                                }
                            }
                        }
                    }
                }
            }        
        }    
    }

     

     

    Thanks!:):)

  9. 13 hours ago, Red Iron Crown said:

    Excellent example! How do you think someone would perceive Windows if Windows Me was their first experience with it in 2017?

    Why would anyone base their experience of an old version of something.

    13 hours ago, Red Iron Crown said:

    Such things never work as well as one hopes, in my experience. 

    A rule which has not been particularly effective, if I am completely honest. We still get update requests for mods, we'd still get requests for old versions of mods.

    I don't agree, but even if I did...what is the point in having the old ones available then? 

    Agreed

    13 hours ago, Red Iron Crown said:

    As I said in my first post in this thread: You need to make a business case for why this is a good idea. What is the benefit, either for Squad or KSP players?

    Not sure about this, but most people want the old versions to be made available and in theory it could increase PR and therefore increase sales of potential DLC later down the track. 

    Edit: Maybe once the free versions have finished and they move on to DLC they might be planning on putting the old versions up on the downloads page to best make use of a PR boost. My bet is they maybe planning to put the old releases on the downloads page on the same day that they release their first DLC.

  10. 17 hours ago, Red Iron Crown said:

    If you want to make a case for this it has to be a business case, not just "it'd be neat to have". What benefit is there to having old versions in circulation, when:

    • They are not representative of the game's current state, and may reflect poorly on the game
    • They will cause people to report bugs and issues that are long since fixed
    • They will cause modders headaches as people look for mod versions compatible with older KSP versions, and related bug reports thereof
    • Some people would choose to keep playing the newest old free version rather than buying the game to get the latest, negatively affecting sales

    I have old versions of KSP, they basically never get played. Maybe once in a blue moon for nostalgia or to see how far the game has come, and for that the old free versions already available are sufficient.

    1.That will be like saying windows is bad because windows me is bad

    2.If you include a disclaimer with the download saying not to report any bugs IN BIG BOLD LETTERS this will stop most of the bug reports being submited

    3. Squad could make a rule similar to how its banned to constantly ask for mod updates.

    4. The newest demo is almost in every way better than the oldest paid versions

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