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KSP2 Release Notes
Everything posted by Demcrew
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[1.12.5] Part Tips - Open tooltips on existing parts
Demcrew replied to Halban's topic in KSP1 Mod Releases
Hi @Halban, any update on the CKAN side ? This is a great mod indeed, very useful. -
Hi Everyone, @Well, hope you're doing well. FYI, in the wiki pages (github), it seems the CTV building guide is having an issue with the picture : https://github.com/tony48/Unofficial-KNES-Wiki/wiki/CTV Thanks for any help you would provide here, appreciated!
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Forum etiquette, and respect for the work of modders, dictates that we highlight problems encountered along the way, and express our gratitude when a mod deserves a little love. Tip for any future comments: Injunctions of any kind are very much frowned upon. Take it easy my friend. I myself postponed the use of deferred rendering, since Madpie mod is currently heavier on the balance from my perspective
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Agreed that a locally hosted rig is a single point of failure, To be fair and honest, I'm just offering what I can. Also forgot to mention that I'm an IT professional - been hosting variety of servers along the way and since a while now. This is just in case... you know this option exists
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@Lisias - as I've mentionned on another topic, I'm willing to help. I've got a descent rig I can use to host a new forum if needed. it is enough powerfull, and has descent space as well. KSP and its community is something we need to protect and carry the best way we can. Keep me posted if anything turns this way.
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An update of sorts from your forum moderation team.
Demcrew replied to Vanamonde's topic in Announcements
So I trust that the only way would be for the content creators to progressively move to a new identified platform. Similar to what's being made with a mod adoption, a link to the new post, and the new post to reiterate the OP content. We just need to take a step I guess. I'm no one to kick this off -
An update of sorts from your forum moderation team.
Demcrew replied to Vanamonde's topic in Announcements
A round table discussion needs to be held on Discord, involving the moderators, the top 10 members, and the top 10 mod creators. I'm certainly not the best placed to figure out a viable solution, there are many ramifications I'm not aware of. So here are my 2 cents: Ownership and Legal Considerations: This forum is the property of Take2. Any steps we consider will require their approval, especially those involving the transfer of ownership or content. This needs to be legally reviewed and approved. Data Export and Migration: We should seek to export the forum data from "Invision Community," including posts and user accounts. This data can then be migrated to a new platform, which we need to identify. New Hosting Solutions: We can consider moving the forum to a new instance hosted by an XYZ provider. Note that this might involve advertisements to support the forum, depending on the platform and hosting company. Future of Moderation: The role of moderators and the nature of their work will need to be discussed. Moderation will continue to be voluntary, so we must recognize and respect the time and effort they contribute. I am willing to offer a server to host the forum, and I believe others in the community might also be able to assist. One crucial point to remember is that the new forum must be independent of any third parties that could control its future, such as Curse. If we aim to make this a true community asset, it needs to be owned and managed by the community from start to finish. -
Maneuver Node Usability
Demcrew replied to RabidSmurf's topic in KSP2 Suggestions and Development Discussion
Agreed, these are really annoying actually. Back on KSP1, Vessel Icon fading away depending on the zoom is a must. It gives to this feature (vessel icon) a situational trigger for the player. -
Fingers crossed it will make live easier for everyone.
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Will try that one! thanks !
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@ShadowDev , I'm very surprised there's no description of both, the issue, and what this exe file is exactly doing to fix it. transparency is key, especially in these times.
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[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
Demcrew replied to DMagic's topic in KSP1 Mod Releases
Just thinking it needs some love Sorry for being a bit "cavalier" by assuming DMagic wasn't supporting it anymore ! -
Always this little... annoying detail - my bad! Thanks for your help! Sorted...
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Well done @Nate Simpson and the team. This is amazing how reactive you are. Keep up the good work, it's just the beginning of the Journey for us, but I assume a huge milestone for you guys. Keep the faith!
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[1.11] RemoteTech v1.9.9 [2020-12-19]
Demcrew replied to tomek.piotrowski's topic in KSP1 Mod Releases
Dear RemoteTech Team, @tomek.piotrowski One of the main and core feature of RemoteTech is planning. If you don't plan wisely, then you're stuck. So the Range is the main component, added to that the type of antenna you use. But Power is also a dependency, and tbh, I'm struggeling to perfectly design probes with the adequate power management. I've tried few mods to help mitigate and the best I found at this point was FuseBox. However, it is not drilling down the data as DBS (below) does. But unfortunately it is useless when using RemoteTech, since the Antennas drain isn't recorded by the mod. Someone has asked the question to @Nertea on the OP of that mod, and he seems open to integrate RemoteTech support. So, would it be possible for you guys to share and connect with @Nertea - to make it possible to use Thanks a million! -
Hi all, Just started "another" fresh career... Was wondering if you guys came up with the same issue and if so, how you've solved it. As mentioned in the subject of this topic, I have no longer the "Set Camera" to focus a specific part while in flight. Below is the list of Addons I'm using, more oriented on QoL than additional parts. Thank you!!
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[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
Demcrew replied to DMagic's topic in KSP1 Mod Releases
Given the number of mods adopted since a (bunch of) year(s)... (thinking of @linuxgurugamer @zer0Kerbal just to name few active modders), I'm very surprised this one hasn't found yet a new daddy... (or mummy!). The OP refers to the following licenses terms: License for textures and models: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License License for plugin software:BSD License I know it is a "working" Mod, but in regards to all the benefit and fun it provided throughout the years, and the work of @DMagic, I think it deserves some attention -
You should post your question in https://forum.kerbalspaceprogram.com/index.php?/forum/129-ksp2-mod-discussions/ instead
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I agree with @Snark - this Esc key has become a "generic" (if not genetic) behavior for whomever is interacting with a GUI based software (not only in games)... I don't think it is a challenge for the Multiplayer sessions: if in MP - Hitting the Esc key should have the exact same result except: Pause feature would then be simply disabled (greyed out - good reminder you're on a MP session). Anyway, this is something I'm sure the dev crew is keen to manage properly.
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BepInEx for KSP 2: Adding modding support to the game
Demcrew replied to bbepis's topic in KSP2 Mod Releases
This is an amazing information! Would it be possible to have a pinned message centralising all the information, such as for CKAN? I'm just anticipating, since the interest would grow more and more as Mods start to spread. -
BepInEx for KSP 2: Adding modding support to the game
Demcrew replied to bbepis's topic in KSP2 Mod Releases
Hello everyone! The dawn of KSP2 has barely broken and many thanks to the dedicated modders who are already working to make our lives easier. I have been reading with curiosity about the content of the mods, but especially about the mod loaders. I don't know if having two types of loaders is really relevant for a KSP2 launch. BepinEx and SpaceWarp both seem to be effective. But the community might lose out. Then again, from what I've read, KSP2 will have an integrated loader. So either we go with what P.D. and the development team will provide, or we go for a community approach. In the latter case, I think we should definitely simplify mod management. Starting with two different loaders doesn't strike me as the best way forward. Finally, I don't know what limitations or opportunities one or the other brings to modding. I am also aware that there are other operating systems that need support. However, could there be some consultation on the best way forward? -
[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
Demcrew replied to Angelo Kerman's topic in KSP1 Mod Releases
Hi @Angel-125, or anyone who could help. Is there any walkthrough in regards to the experiment research thingies (couldn't find anything yet... ) - dependencies - steps and exampleq Seems that depending on what are you getting in WB & Tools, this is not entirely clear, even though there's been some effort for it to be intuitive, at least to me. Thank you !