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Xaiier

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Everything posted by Xaiier

  1. They have already said that they would adopt U5 once it comes out. Also, do not overestimate the benefits it will provide. Processing power & multithreading will not be a magical solution to lag problems.
  2. This might be possible in theory, but not in practice. The "bubble" is the unity gameworld, of which there can only be one.
  3. I have but 3 screenshots of ye-olden days.
  4. Because it's a phone. Astrophotography requires some advanced capabilities and a long exposure time, because the light from stars isn't very bright compared to even moonlight, let alone sunlight.
  5. See this mod: http://forum.kerbalspaceprogram.com/threads/84102
  6. This seems like it's related to the bug that surfaces with higher timewarps. For some strange reason, any PQSCity objects on planets (like the KSC, various easter eggs) tend throw their colliders around and crash into you.
  7. I can attest to the value of this. Nothing is harder than looking at a blank slate, but if you have something that works to start with, it makes everything so much easier.
  8. QFT Venus sucks. I mean, terraforming in general is a dumb idea way way way beyond our technology as it is, but Venus takes that bad idea to a whole new low. It's probably one of the most inhospitable places to human life than anything we know of that isn't a star.
  9. There are a lot more people willing to help than willing to do stuff for you. As for your question, I'm not sure I've seen anything that lets you have multiple independent control surfaces on a single wing. Wouldn't it be easier to just make them separate parts? For that DLL, you should be able to copy paste that code into any viable IDE as described here: http://wiki.kerbalspaceprogram.com/wiki/Plugins and compile it on your own following the directions laid out there without too much trouble.
  10. All the KSP music is by Kevin MacLeod, a lot of his other stuff fits well within KSP if you want to keep the same style.
  11. My mod, Time Control (see sig) allows you to set both custom warp rates as well as altitude limits for each body to whatever you desire!
  12. The Kopernicus mod is in development to replace those old mods and make the whole process a lot smoother and easier. It isn't completely finished yet but its somewhat workable as is, at least for simple stuff.
  13. Wrong actually, the PR guy has 5 o'clock shadow. OT: This thread is full of lolz
  14. That's very likely not possible, as software to record and upload/save video streams requires more computer access than a KSP mod could easily provide, and it probably wouldn't be as fast either if you could get it to work.
  15. You don't need a mod, you need some sort of twitch streaming software. http://help.twitch.tv/customer/portal/topics/358640-broadcast-hardware-and-software/articles Also saving a copy locally might be possible as well, though you may need a separate program to do that, like Fraps.
  16. AFAIK, it's all hardcoded into the files. You can look and see how the Fine Print mod adds/edits contracts to see how to do it.
  17. You can add a method to the game event onFlightReady, like so: private void Start() { GameEvents.onFlightReady.Add(this.yourMethod); } private void yourMethod() { //do something }
  18. The Vector3 constants are based on the world space, and the KSP coordinate system has a number of layers between the world space and where you are to account for all the planet stuff. It's quite complex. That being said, if you do want to get surface relative directions, one method is via: Vector3 gee = FlightGlobals.getGeeForceAtPosition( transform.position ); There's also (potentially): Vector3d Vessel.upAxis; //Which can be accessed via FlightGlobals.ActiveVessel.upAxis; As well as a number of other things in the Vessel class that may help you, depending on what you need.
  19. This is highly dependent on the delta time slider setting. ~1500 parts can get 2 fps at 0.12 and 15 fps at 0.03, which is a HUGE difference.
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