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Some more ideas: Allied military alphabet (1943 CCB US-UK) (Able, Baker, Charlie, Dog etc), I think its pretty good and distinct for early rocketry (it was used historically for rockets and also for nuclear tests), for example for RP-1 career. You can add Russian alphabet (А, Б, В, Г, etc. these letters were at least used historically for numbering of rocket stages). There is also Russian phonetic alphabet (Anna, Boris, Vasily, etc), but I'm not sure if it fits well with the rocketry, because it wasn't really used in for numbering historically. I've got another idea, but it would probably be harder to implement: launch dates. Have year and day as separate keys (%Y, %D) to allow player to decide what format they would prefer.
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[1.12.x] ZTheme v1.1.3 - A dark theme for KSP (2024-02-27)
desert replied to zapsnh's topic in KSP1 Mod Development
It's much better, thank you very much!- 152 replies
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[1.12.x] ZTheme v1.1.3 - A dark theme for KSP (2024-02-27)
desert replied to zapsnh's topic in KSP1 Mod Development
I've tried to reproduce it and it turns out that these failures are actually not from Kerbalism but from TestFlight. To reproduce them, install TestFlight, place few dozens engines (Swivels will do) on a tank, ignite them simultaneously and let them run for some time. That's how failures look with stock theme:- 152 replies
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[1.12.x] ZTheme v1.1.3 - A dark theme for KSP (2024-02-27)
desert replied to zapsnh's topic in KSP1 Mod Development
Hi, I really like the theme, it brings a very refreshing experience. However, I've been playing with Realism Overhaul recently and I've encountered that partial failures of engines (they are provided by Kerbalism) are difficult to recognize, especially since they are at the corner of the screen. In stock theme they are orange and easily discernable from normal engines (light-grey) and failed engines (red). With ZTheme red ones are more or less visible, but these orange ones are too close to dark grey. Is it possible to change these colors a bit? For example, make normal part icons brighter, or failures (orange and red) more saturated.- 152 replies
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I'm excited for game engine rework, hopefully the game will be much more stable and kraken-free
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Hi, I really loved the new trailer! The game isn't out yet, but I already have some feedback. I saw a new Parts Manager window, and it seems like a useful tool for managing your crafts. It, however, currently is too big, it has half of its height dedicated to list of parts types. I am afraid that more than three parts will not fit the screen. I've got an idea that same tabs that are used in parts catalogue can be reused here. It will help with window size and will also be more intuitive, because the same icons and order can be used for the parts manager. It can look something like this:
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KSP2 EA: Physics simulation quality tests
desert replied to Vl3d's topic in Prelaunch KSP2 Discussion
Entering and leaving timewarp shouldn't affect landed vessels, they shouldn't jump or clip through the surface- 57 replies
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How do we think Communications will be handled?
desert replied to GoldForest's topic in Prelaunch KSP2 Discussion
To make antennae more interesting and educative, instead of separation by direct/relay types, there could be some mechanics related to main characteristics of real antennae: frequency and gain. The bigger the antenna the bigger its gain. For each antenna you can choose it's frequency, higher frequency means higher speeds but more power consumption and shorter distances. Lower frequency is slow but has less consumption and larger range. This would lead some interesting trade-offs for the player to solve and to actually learn something about radio physics. RealAntennas has a system kinda like this, but it could be simplified. To have less calculations, less frequency options, no power options, and to be more user friendly in general -
How do we think Communications will be handled?
desert replied to GoldForest's topic in Prelaunch KSP2 Discussion
I think yes, definitely. The existence of direct and relay antennae in KSP doesn't teach player anything. It's just some complication where it wasn't needed. The player makes orbital probe, and a lander, gives orbital probe a big and pretty antenna. And then it turns out that this antenna can't relay data and he had to read the part description more attentively. It just frustrating and has no real world reason. A better real world explanation would be to make different control units to have or not have relay capability. But again, it will lead to a lot of frustration because it will still be a test of person's attention when reading the description -
[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
desert replied to SuicidalInsanity's topic in KSP1 Mod Releases
Good idea, I'll do it, hopefully, when I have free time.- 1,510 replies
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
desert replied to SuicidalInsanity's topic in KSP1 Mod Releases
I've made it a year ago, you can download it from here. Still waiting for @SuicidalInsanity to add it to the mod itself.- 1,510 replies
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Then why there are a lines that lead to and from these rows, one at the left and one at the right. The lone could go down through the image at leftnside. Then the last row is incomplete. And there isn't any end of transmission at the bottom of an image.
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At first I thought that the message is about an interstellar travel, but after reading other users' ideas, I think that it is about a new planet in Kerbol system, most likely a revival of old KSP lore plans: I have used three options for measuring the distance to new planet and all of them are not interstellar. It may be a brown dwarf, with four planets, or an ice giant with four moons, but i think the way alien is located under the central plant shows that its a rocky planet with four moons. We will probably find alien cities there, but I don't think we will be able to interact with living aliens.
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Developer Insights #17 - Engines Archetypes
desert replied to Intercept Games's topic in Dev Diaries
Just don't make these fuels and engines available from the start. Make them an advanced tech, when the player is confident with other things. And tanks could have unlockable fuel options -
Developer Insights #17 - Engines Archetypes
desert replied to Intercept Games's topic in Dev Diaries
If there were kerolox engines at the start of tech tree and hydrolox engines much later, somewhere around nuclear engines, there won't be a problem of overwhelming a new player. The player would learn how to build and fly simple kerolox rockets and only then will meet new fuel type