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RileyHef

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Everything posted by RileyHef

  1. Yeah I absolutely love this mod's concept but between my use of Restock/modded parts and TURD's increasing compatibility I have no way to use it right now due to conflicts. @rockmeowstar it may be good to take a look at the Textures Unlimited Config Archive when considering what to expand on beyond stock. Take Restock, for example. My understanding is that if you were to apply Shine fix to Restock then it would apply to the main mod but not work for those who would use the TU configs from Restock Recoloured. It would essentially split the user-base for this mod. However, if you apply the fixes to modded parts with their TU configs in mind then you could provide access to both those want to use the stock textures and recolored textures too. Disclaimer: I have not had a chance to look at this mod in detail and my be missing some code that addresses this issue. But based on what I have seen in this thread I think there is going to be an unintended fork in users that may be able to be avoided before/if you expand to modded parts. Regardless though, amazing work. The inconsistency with these parts drives me mad so I'm so glad someone is taking matters into their own hands!
  2. The mod does allow for instant playlist switches based on the parameters you set up. It sounds like you may be incorrectly prioritizing the playlists based on my experience with the mod. If you send a screenshot of your playlists or even DM me your playlist+music files I can look further at it.
  3. I think I figured it out. SSPR reworks the part, which takes priority over the Restock version when both are installed. I got the part recolour to work on a barebones modded install w/o SSPR so no issue with the mod itself (except I did confirm the same window issue with this part too. It's even noticeable without deferred, just not nearly as dramatic). Crossing my fingers! If it does end up being an easy fix then I also hope that you and the team can tune the window reflection levels to make a better match similar to TURD and other major recolours. Probably not high priority, but definitely something that will help with making parts more appear more cohesive.
  4. Both! Here is an example between a regular restock part and the same part with Restock Recoloured. There is a pretty clear reflection of the sun on the regular part window that is especially noticeable when moving the camera around. For the Recoloured part this is never the case for any part regardless of where the light source/camera is. Stock/Restock often have inconsistent reflections, so some parts like the Mk1-3 pod are less obvious to notice than others, but all of the Restock Recolours I've used so far seem to have a dark, completely flat look. (I feel like the Cupola would be another great example but for some reason I can't get the recolour to work). Here is another comparison between the reflection of stock TURD parts, other major recolour mods like ZZetho's, and Restock Recolour. Dark and flat, even when the window is directly facing the light source. Noting again that this is with deferred rendering installed.
  5. I haven't had time to grab a screenshot, but I noticed that the blue windows for command pods/other parts look extremely "flat" when using the recolour textures. For at least some parts it appears there is no reflection at all, like the Mk1-3 pod. With the addition of deferred rendering this is even more obvious. I'm unsure if this is intentional or not but it doesn't mesh well with other recolours like @ZZetho's Recolour Collection library for Near Future Spacecraft. I really enjoy the dramatic shine that is offered in those NF parts and would love to have them match with restock. Here's another mod which does the same for stock parts (obviously not compatible, but the images show just how big of a difference this can make). Anyways, I'd love to have both reflective windows and recoloured parts. If you plan to add this, fantastic! If not I'd be really interested to se know any tips/resources which would be helpful for me to do this myself. Again, haven't had time to dive into this yet but I'm hoping it is not too complex of an addition. Great work, btw! This is my dream mod come true to finally start using TURD properly and the results so far have been AMAZING. Keep it up!
  6. Anyways! Regardless of how literally people want to interpret this news, I want to discuss what it means. KSP2 is without any of it's former developers/staff and some have even moved on to KSA already instead. If another studio wants to do anything with the KSP IP I am pretty confident that it will have nothing to with KSP2. Just consider the game's... terrible reputation, poor reviews, and impressive ranking as the 29th worst ranked game on Steam EVER. outdated codebase based on KSP and reliance on the Unity engine (of which we have all seen it's shortcomings and hard technical ceiling). unfinished state, with early access still needing to hit 4 of 5 early access milestones (not to mention the difficulty of implementing such substantial features without ideal resources from the former staff who planned them. If IG essentially gave up on multiplayer how confident are we that any newcomers could fare better?) All that is to just essentially say that there is no reason any company would want to touch KSP2 with a 100 foot pole. So what does that mean - KSP3? Maybe some day, but if that were the case it would be several years away at least. I do think some radio silence would be a good reset for the franchise after all the damage KSP2 did. I also would hope that any quiet time would be used for planning and developing another KSP game. But who knows - I'm honestly not very confident in that happening either. I see this news as confirmation that KSP won't be back anytime soon in any form. I'm happy that the original KSP game exists as well as all of the mods still being worked on in the meantime. I can still play this game for years without getting bored. I am also excited to see what comes from KSA! Part of me wants to believe in the tin foil hat theory of KSA getting the KSP rights... but if I could love anything more that Kerbals it would be cats, so I guess I'd be happy either way if that project comes to fruition. All in all, I take this news as just another reminder to be at peace with the discontinuation of professional development of the KSP franchise, whether that be for the next five years or for however long as I'm around.
  7. This argument is ridiculous, in my opinion. Mr. T2 himself doesn't need to hold a separate presser to dissect the semantics of every statement made and spell it out for us letter by letter. if anyone isn't satisfied then read T2's prepared remarks straight from the source. @Scarecrow71, take note of what I highlight in red based on your previous comment. "Substantially all of Private Division's live and unreleased titles." I already know that there is going to be an argument of sorts about the use of the word "substantially", but let's just skip that whole ordeal and instead remember that since May we have known that "The publisher [T2] has been in talks to find a buyer for the Kerbal Space Program IP, with or without Intercept Games attached." We know T2 wants to sell the KSP IP. We also know that T2 recently sold PD and "Substantially all of Private Division's live and unreleased titles" along with it. Please. I am begging that we all can put 2+2 together, connect the dots, and discuss what this sale means for the future of KSP rather than argue about something that has essentially already been said.
  8. Absolute legend - thank you for compiling this in an easily viewable format! I saw that @lBoBl posted a screenshot for Space Station Parts Expansion Redux and mentioned that they were prepping for release back in August. I'm unsure if it is public yet, but it may be worth keeping on your radar if it is out there already/soon to be released.
  9. Let's go!!! Really hoping that we get an update from the mods on what this issue is and what it means for the future of the forum. I know their contacts/info is limited, but anything would be helpful when determining if we need to consider jumping to another platform or staying here. Obviously, the latter seems ideal if possible.
  10. The overall hype that I feel in this thread is electric. I LOVE the updates here and the images on Github. Just want to shout out all the contributors as this has been mine (and many others) most wanted update to KSP in years.
  11. 1. It's not like the devs were all roaming the site freely commenting on user generated content during development either. The vast majority of communication we got here from IG were from their official communications such as updates, dev diaries, AMA's, etc. Most devs didn't come to the forum and contribute organically besides the CM's so we shouldn't expect engagement to continue pace or even improve after development stopped. 2. These staff members were unexpectedly laid off less than 6 months ago. A good chunk still have no job, it seems. They likely are desperate to move on and find work. Hanging out here in such little time since a painful job transition is likely not constructive for most. 3. In my personal experience I have never had a desire to contribute to or follow the social channels of my former employers. A job is a job, even if you are passionate about it. It is healthy to have some degree of separation. Dakota has been pretty active in the forums in the last week liking several posts and commenting in a few different threads. They also have been popping in and out of the official Discord with brief messages since the layoffs. Just providing further context here. You feel insulted because the devs are not speaking about "what happened, or why"? I think you answered it yourself when you said: My point, in short, is that these former employees individually owe us nothing. They were recently laid off by one of the biggest corporations in their industry and are under NDA. To expect them to come to our niche forum and explain things beyond what we already know seems beyond unrealistic to me for so many reasons. Come on. We saw what happened when one of them even attempted to start an AMA and got shut down before saying anything of substance. Do you think other staff see situations like that and feel encouraged to talk (or even visit) this forum? Don't get me wrong, I blame this dev team as much as I blame the rest of T2 for the demise of KSP2. I am not trying to protect them in any way, but I also won't stand for our community placing unreasonable expectations on how they conduct their personal lives and then becoming upset when those made up expectations aren't met.
  12. the question wasn't directed towards me, but I want to throw in my two cents by saying that any command pods and tanks would cover a good amount of surface area for most crafts so I hope to see more of those parts become compatible. However, whatever progress you make and publish is appreciated. Do whatever inspires you to keep going! I also want to say, as someone who has been eagerly waiting for an update on Orbital Phoenix's projects, I am so glad that you are making your work public as you go along so we can try things out. I am excited to see what dent you can make in one of most wanted KSP1 mods!
  13. Great mod, this has annoyed me ever since deferred released! Do you have any plans to expand this beyond stock parts, and if so what mods are you targeting?
  14. * A quick note: This thread is about SFX for navigating the game's menus/UI, not for vehicle-related SFX modding such as RSE * Hi all, While playing KSP and KSP2 I realized that the menu/UI sound effects of the sequel are amazingly well done. KSP, on the other hand, is lacking. I have done some research on previous SFX mods for KSP and it appears that little has been done for this area of the game. I'm interested in looking deeper into how menu navigation in flight, the VAB, and in the main/pause menus can be improved. Before I begin this work I am wondering a few questions: - Is there any existing mod/coding that can allow for the modification, replacement, and/or addition of menu/UI SFX in KSP? - Are there any known barriers when it comes to SFX modding in KSP? Hopefully this thread can create a few ideas that can eventually bring a better audio experience to the game!
  15. I see that the side bar of the forum homepage has been updated to now feature community highlights, mods, and challenges instead of developer updates. Nice! I'm curious if we can anticipate any further changes to the site's structure in the future. I hope that the forum continues to boost activity within the KSP modding scene as that seems to be the most active area.
  16. This forum has gone on and on endlessly about who to blame since February 24, 2023. I'm tired, boss. In my eyes, it's a failure at all levels. Star Theory/Intercept Games, Private Division, T2. All groups and stakeholders involved are at fault for their decisions or the enablement of said decisions. Sure, many good things happened as part of this project and many individual roles did not contribute to the game's demise, but that is not the point. What I am saying is that the game was an organizational failure, not an individual one. To try to peg a single individual for crashing a 7 year long multi-million dollar project that involved hundreds of paid staff seems short-sighted. To get back on topic, IG is closed and will never make a game again. It appears the same will happen to PD. So, no more worrying about giving them more of my money. KSP2 has taught me to be much more wary of anything T2 touches and to never purchase a product based on it's potential alone (AKA early access games). However, I don't feel a need to totally boycott them. If another publisher/developer managed by T2 makes a great game that I feel is worth buying then I'll get it. I see no problem with that as someone who has bought 5 of their games over the past decade and regretted none of those purchases - even KSP2.
  17. My #1 question is this: Is it possible for the game to properly scale in such a way to run complex gameplay features (colonies, interstellar, multiplayer, resource collection, automated deliveries, etc) simultaneously in a performant manner without access to the source code? I am skeptical that it is possible with publicly available resources. The game that IG left us with at 0.2.2 was not built for it. It seems most likely that KSP2 modders will hit the same technical limitations that KSP had (if not more as the game is still far from ideally optimized + demands more resources that KSP). So, I do not think it is a matter of time but rather an inability to expand this game beyond its own technical limits. It's a valid question to ask whether it is worth it to build off of a flawed game like KSP2 or start from scratch. I just want to say that I like following the work of KSP2 modders and I do not make these points to discourage anyone from continuing their work. However, I think it is important to come to terms with the scope that this game can reasonably provide vs what we + IG dream it could be. Yes, KSP2 is infamous because it only provided potential and nothing of substance in return. A great idea is one thing, but implementing that idea using the technology available is an entirely different story. I appreciate the vision of all those who want a better KSP game but I hope we don't all become our own Nate Simpson's by confusing feasible "potential" with imaginative dreams.
  18. I'm providing Foonix' s full quote that you used for more context: So yeah, clean code? Sure. But it's the wrong code for the job! This is even worse than "messy" code imo because it is so deeply foundational. The comment above helps explain the game's terrible efficiency problem. KSP2 can not scale to meet the promises it sold us on. It renders physics for all parts at all times, making long-term careers impossible. How can I have probes orbiting every planet, multiple colonies, and interstellar crafts of 250+ parts with such inefficient code? Based on my testing it just doesn't work (unless I'm cool with running the game at less than 10 FPS). KSP2 has a hard performance ceiling similar to what KSP struggled with... it's just for different reasons. So yeah, web-based code seems like a major mistake made by the developers... color me shocked. I know people are working on performance fixes, but to conquer an issue that is so deeply baked into the game like this seems like a gargantuan task. An entire studio of paid professionals couldn't do it after 5+ years of full time work, so I have very little faith that any other efforts by modders and/or another developer will turn the pipedream KSP2 promised into a reality. IMO, it seems KSP2 is hard-stuck as a small scale game. That would be fine if the game were meant to be a single mission simulator like Juno, but an interstellar space program able to collect and distribute resources between multiple colonies for hundreds of Kerbals (in a multiplayer environment)? They never had the tools to make it happen.
  19. Soundtrack Editor Forked? No, LinuxGuruGamer oversees the mod but they don't seem to be actively developing it any further. A few users noticed the mod had a few unrealized features but I'm not aware of anyone who is working on this mod or any like it. Hopefully someone is brave enough to do it one day...
  20. Who knows if they still are. Last I heard any update on this was nearly 3 months ago. idk what activity they have had outside of KSP2, though. Ok, but who is going to develop the game in their own free time (and free of charge)? Interest in modding KSP2 is nearly non-existent. I think I can count the number of active modders on one hand. What we know of the code is that it is.... not that great. I just don't think that, even if the source code were provided, there would be enough community interest in KSP2 to make significant progress.
  21. Could not have said it better myself. This community is split into a few corners of the internet (multiple Discord servers, Reddit, Spacedock, etc.), but the forums have always been the most comprehensive hub for KSP content and discussion. This is even more true for the modding community, specifically. Whatever is decided, I hope that it better centralizes communication between community members and mod contributors rather than create further barriers.
  22. I'm confused. Is this a mod with any development done? From the sound of the original post it seems like it is only in the early concept/ideation stage. Not that there is an issue with that, but if you provide more details it would help users know what to expect from this mod and possibly how to help! EDIT: Removed duplicated comment text.
  23. EDIT: Removing most of my comment to keep the thread on topic at the author's request. I think it is good to support major modders (especially those laid off by T2 who are still modding) but I agree that it can be a slippery slope. Anyway, I'm so excited that this is finally out! I've been looking forward to it with the recent dev updates. Will the public release be 2.0 and is this thread the best source for updates, feedback, and updates until the new thread is out for the public release?
  24. Hi @popos1, do you intend to update this mod further? I am interested in learning how to do the same for Restock Command Pods and wanted to check in case my plans overlap with yours. Additionally, if you have any resources other than the video above to provide as development tools it would be greatly appreciated. Thanks for your work on this mod!
  25. I agree! This seems like a small addition that would greatly improve my KSP experience. I love getting a sense of scale by seeing Kerbals, but the cutaway views aren'.t immersive and I miss the few transparent parts KSP2 had. This mod thread includes a long video showcasing the process of how to include transparent windows in a JSI mod supported part. In short, yes, it's possible, but the windows need to be added to the model in Blender. Some modded parts have windows added as they were built with JSI in mind, but there are no add-ons or separate mods that do this for stock parts (besides the one in my link above, but that mod only offers a few parts with windows and is still quite buggy based on my testing.) I'm not familiar with the entire process, but what I do understand is that the JSI solution is not perfect and involves quite a bit of work to get right. The JSI mod wiki has some great info for someone to begin work on such a project, but it requires some familiarity with Blender, Unity, and coding for config files. I would love to offer my own time to help with this if an experienced modder could provide a better step-by-step process to creating JSI-compatible parts, similar to what has been done to T.U.R.D., but for now what you describe doesn't yet exist.
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