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KSP2 Release Notes
Everything posted by Nazalassa
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N 39
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- going off the rails!
- non-stop!
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N 40
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- going off the rails!
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If there is a KSP2-specific wiki, why would people add KSP2-related information on the KSP wiki? The only reasons I can think of are 1. not knowing there is a KSP2 wiki and 2. causing mayhem on purpose. If it happens, 1 can be solved by adding a banner or something stating that this is not the KSP2 wiki, and providing a link to it, and 2 can be dealt with in the same way as "spammers". (couldn't think of a better word for it)
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N 33
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- going off the rails!
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I don't think it should: the point of a "wiki" is to be editable by anyone who has information to add. There is no reason to archive it (in the sense of "making it uneditable", correct me if I'm wrong), since new information may need to be added, or existing information to be updated; for example fixing typos, adding or expanding translations, adding tutorials, and so on. Maybe it would make sense to archive it if KSP were a dead game, but it isn't. Some people will keep playing it, and these people may want to update some information on the wiki. It thus should be kept alive. Then, maybe the 'almost' in this quote was not to be understood as 'it very probably will', but as something else. In that case, I aplogize for not understanding it correctly.
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N 32
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- going off the rails!
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Or, actually, I think it would be better if we used a KSP2: namespace instead of appending /KSP2 to the page name, since it would interfere with translations (such as 'Pol/fr'). This we would have 'Pol' and 'KSP2:Pol'. Besides, should new KSP2 content come, that is not in KSP1, it can go in the KSP2: namespace, so that people clearly se it is KSP2. (see Dres for an example) If you agree to do it this way, I am willing to take time to migrate KSP2 information to their separate pages. (That would require, however, that a wiki admin creates the KSP2 namespace.) If we use this method, should content from mods be added to the wiki, we can put them in a separate namespace as well (e.g 'gpp:Gael'). Also, should we create a separate Infobox/Body template for KSP2 celestial bodies, or keep the KSP one?
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In case we need to keep all data in the KSP1 wiki, tell me what you think of this little test I made with Pol: https://wiki.kerbalspaceprogram.com/wiki/Pol and https://wiki.kerbalspaceprogram.com/wiki/Pol/KSP2
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N 33 Paw paw troll
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- going off the rails!
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Yes? @ColdJ
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N 35 pew pew pew
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KerbalX.com - Craft & Mission Sharing
Nazalassa replied to katateochi's topic in KSP1 The Spacecraft Exchange
Just wanted to point out the "compatable" in the little download popup: -
N 31
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- going off the rails!
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N 32
- 28,878 replies
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- going off the rails!
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N 35
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- going off the rails!
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N 25
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N 32' Page gets newww
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N 31
- 28,878 replies
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- going off the rails!
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N 30
- 28,878 replies
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- going off the rails!
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B 20
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Here is the drag flag! Well, it's more like a drag wheel, but whatever. As per @Lt_Duckweed's advice, I have added a small cargo bay at the bottom of the craft, and put a wheel in it - the small, steerable, no-brakes one. Why? It has a crash tolerance of 325 m/s, and previous tests, made with less crash-resistant parts, always ended with said part 'splashing down hard and [being] destroyed'. I'm pretty confident that the wheel is resistant enough. Also, it added more weight to the rover, even with the removal of the front and lower armor (there are already "Mantis claws" on the front, and to lower armor kept exploding when it would've been useful, and isn't really needed). Weight now: 2.012 tons. I have to shave some mass if I want to keep it within 2 tons. Edit - Getting rid of one unneeded battery brought the mass back to 1.992 tons. Good. Here seen in action: Safely touched down
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[WIP] [1.12.x] HUDReplacer - (v1.2.11-beta)
Nazalassa replied to UltraJohn's topic in KSP1 Mod Development
The cfg might be like: HUDReplacerTextColor { // Generic text colors greenText = #004000 lightGreenText = #008000 // See shades of green in screenshot from difficulty settings, the 5 buttons on top orangeText = #804000 blueText = #000080 limeText = #004080 whiteText = #000000 greyText = #505050 barText = #0000ff // For text in the green bars, like in a PAW or in the 'Resources' tab redText = #800000 PerElement { // Keys are internal element names, overrides generic colors elementName = #ffffff elementName2 = #808080 } } The PerElement section (or whatever you call it) allows modders to specify a color for certain named element, such as a specific button, etc. Maybe also add a PerCategory section? Like for green-colored text on buttons. -
General [almost] Dragless Contraptions Thread
Nazalassa replied to Nazalassa's topic in KSP1 Discussion
Since this thread seems to be some kind of repository for dragless stuff, I'm adding this extra bit of dragless science about making "drag flags": -
Out of curiosity, how did you make a working "drag flag"? I'm trying to make one for one of my ships but robotics don't seem to work, and the rest of the parts refuse to deploy while "stowed" in the ship.