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KSP2 Release Notes
Everything posted by RileyHef
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Yes to launch vehicles, please! Recoloured NF cargo bay parts are exactly what I am hoping to have someday, so I'll definitely look forward to it. You are the reason I finally got TURD after some 400+ hours of my modded career saves, so thank you for your hard work.
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Thanks for compiling this! I've added them one by one from the main thread but am glad this now exists for those of us following your development. Speaking of, what other mods are you wanting to create profiles for? Will you complete the NF suite?
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The Comprehensive Colony Communications Archive
RileyHef replied to The Space Peacock's topic in KSP2 Discussion
I am not sure if it would have ever happened, but based on past dev comments I was under the impression that the science, colonies, and resource features would be integrated together. The introduction of proper resources especially would impact the other two features, so that is more specifically what I mean by "refinement" - making sure that all the gameplay pieces play together nicely. Even before closure Nate's final video interview implied that the 0.3 release they had planned would be filled with "band-aid" solutions and I consider the 0.2+ science features to still be quite shallow. I think that sentiment would have continued all the way up until 1.0 (because these major milestones are meant to interact with each other) which is why I think the release of colonies before closure wouldn't have made the game any better. -
The Comprehensive Colony Communications Archive
RileyHef replied to The Space Peacock's topic in KSP2 Discussion
Even if they squeezed colonies in before shutting down I don't think it would have been worth it based on several factors such as the temporary resource(?) system that would have been a placeholder before proper resources and the physics rendering issue which would have made any long-term saves impossible. We were probably still at least 3-6 months away from 0.3.0 and even then I imagine colonies still would have had years worth of refining to fully flesh out. -
[1.12.x] Textures Unlimited Recolour Depot
RileyHef replied to Manwith Noname's topic in KSP1 Mod Development
WOW. This is an incredible game changer! I don't have TURD (keeping things stock to look nice with restock rn) but this has pushed me over the edge as I use NF command pods most often - I have to have it. You are doing amazing work. Are you working on other NF parts or other mods to be compatible with TURD? -
An update of sorts from your forum moderation team.
RileyHef replied to Vanamonde's topic in Announcements
As one of those people who were asking, thank you for the blunt message. I love the forums and have found so many answers and insights here over the years. It makes me sad to see the site in a state of uncertainty, but these are ethe discussions we should be having right now to be best prepared for whatever T2 will do. Most of all I just hope that KSP modding will have a centralized home for feedback, suggestions, development, support, etc whether that be here or somewhere else. -
The forum deserves an update about its future.
RileyHef replied to RileyHef's topic in KSP2 Discussion
Dakota's message says "they" (the mods of the forum) are figuring it out. This point is not at all about Dakota or IG staff. This is also something he said on July 1st, after he formally left his role at IG. I'd love if a forum mod could provide further clarity on Dakota's statement about them. -
With development of KSP2 over and IG emptied I think it is important to address what is going on with the forums moving forward. There are many reasons why I feel like we deserve this communication from either T2 or the mods: - The IG discord has already given specific updates to their community on how the mods and T2 are handling site ownership, moderation, and maintenance. We have no idea how the forums are being maintained with IG staff gone. - Speaking of maintenance, the site seems incredibly unstable and is often not working. Why is this? Should we be concerned that this unaddressed issue will continue or even get worse? Given the amount of critical information on this site I feel this is a problem that should be addressed in any form. - The forum requires updates. Dakota ran a poll on restructuring the format of topics and the thread was locked with no action taken. Will that poll lead to any change? Can we expect any future updates to the forum or will it be frozen in its current state? We don't know because we have no idea who is in charge. According to Dakota the forum mods are "figuring out" some of these questions, but I am creating this post to bring further attention to the matter. The forums are critical to the community and I think it is important to at least know what the current status of ownership/maintenance is so we can best prepare for whatever the future holds.
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Re-creating KSP2's dynamic music in KSP1
RileyHef replied to RileyHef's topic in KSP1 Mods Discussions
Good point. I've made changes to ensure I don't break any rules. If you make any substantial progress please let me know here! Soundtrack Editor Forked could work some real miracles if it can be updated... -
This is my dream mod! I hope one day that all pods for stock, Restock, and other major mods like Near Future have transparent windows and this seems to be a great start. Unfortunately, I do not have the Blender/Unity know-how to make this happen myself but I hope your video is a decent start. Do you intend to continue working on this mod? I noticed from a quick playthrough that the transparent windows will sometimes revert back to the original texture when moving the camera around the part. I also noticed that some parts have an actual window while others are just cutaways. Anyways, I'd be happy to help with this if I can learn it.
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Re-creating KSP2's dynamic music in KSP1
RileyHef replied to RileyHef's topic in KSP1 Mods Discussions
Thanks to the config files provided by SinkingFeeling on Youtube I was able to create KSP2 music for all celestial bodies in addition to my past work on Kerbin, the KSC, and the game menu. This more or less recreates the KSP2 musical experience throughout the entire game. Most of the limitations I stated above still hold true due to mod limitations but the magic of the soundtrack still translates great, imo. A few notes: The dynamic tracks work at 3 stages for most bodies - high, low, and descending. When landed on any body, the "descending" track will play continuously. This was done mostly as personal preference and differs from KSP2 having separate (and, imo, uninteresting) music when on surfaces. The "Launch" track/playlist is a bit finicky and will play at times when in low Kerbin atmosphere - especially when returning to Kerbin from space. I have not had time to further test this within the limitations of the Soundtrack Editor Forked mod but if it annoys you it can always be turned off within the mod's menu. EDIT: Removing distribution of related files to keep things legally clean and tidy. -
Right now? Feeling good that KSP now has deferred rendering and other great mods still being developed to keep it as modern as can be. I have fully focused back on the original game and have used KSP2 as inspiration for my mod lists. Overall? It really is a bummer that KSP2 couldn't have made it to the finish line, but the last year was a headache filled with mismanaged expectations and bugs. I am kind of glad it is over, given the roller coaster the last 5 years have been, but I am also sad that the assets and ideas we have talked about here will never reach their potential.
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Really shows what a mess we are now left with. I have heard some people voice their preference towards KSP2 over KSP and, while everyone has their reasoning, this report is a a great indicator why I won't ever consider seriously playing the sequel again.
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The lack of transparency about the hand-off of responsibilities for the forum is a big concern for me that I hope the mods (or someone within T2) can address to us all. These messages yesterday from Dakota particularly worry me: "i've poked a whole bunch of people about the forum issues. not much more i can do at this point :/" "the importance of the forums has been explained thoroughly to those who would make decisions about it. it's ultimately up to them." So, it sounds like the forums are at the mercy of T2. Do the mods have a contact that they can reliably communicate with to resolve issues such as outages? What about the upcoming reorganization of topics - will that be seen through now that Dakota is off the job after this week? It sure sounds like this site will not be a priority for T2 and therefore will eventually be at a higher risk of outages and (at worst) loss of over a decade's worth of critical information. So my main question is - how are these concerns being address by T2 and the forum mods?
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With a landslide on our hands can we expect these changes to go into effect before the end of this week when IG closes up shop? Also, will there be any word addressing admin responsibilities of the site after June and the studio closure?
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Exactly. No one should expect anything past 0.2.2 based on the branch updates. If we look at them today, we can see that: - The Test and Voyager branches have not been updated since prior to 0.2.2. In my time tracking branches these have always been updated at least 1-3 weeks prior to a new update. - The Development branches that are updated post 0.2.2 appear to be automated. They update on weekends and at times far past business hours. I know there was some hope for a rushed 0.3 or speculation of a "1.0" patch, but with 3 days until IG is unceremoniously closed I don't see anything like that happening. My only question is how T2 plans to spin this stoppage of development while still promoting/selling the game in it's early access state.
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Predict when the developers will give us some info
RileyHef replied to RUD Everyday's topic in KSP2 Discussion
Come on, people. Add up 2+2, read between the lines, use your context clues. KSP2 development is halting and the development studio will be vacant after this week. We don't need an official statement to know this and, to answer the main thread question, I don't care for one at this point. The KSP2 community has clung onto every word this studio has said for nearly 5 years and even in it's dying days we still act like starving animals begging for them to tell us more. Reading this forum feels like constant deja-vu as I see the same tired arguments made as if it's an endless loop we have been trapped in since 2019. I think it's time we stop asking for, waiting for, and analyzing what the developers and/or studio have to say. Instead I would hope that we all can grow from this debacle, accept that it is over, and move on by supporting other pursuits. -
Well that would be a major disappointment. Obviously KSP2's team will have bias towards prioritizing their game on the forums. They also will cease to exist as a dev team after this week, so why should they decide? I think the community should decide, especially considering how much more active the KSP1 forums already are compared to the sequel. KSP2 will only become more obscure and irrelevant given current events, so why prioritize that over the wealth of past, current, and future info that KSP1's forum will have?
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Just tested this mod out with Blackrack's deferred Rendering mod and they appear to be incompatible. Magpie Mods appears to "cancel out" the effect of deferred rendering on parts and any part placed in front of another becomes slightly transparent. Haven't been able to dive much deeper than these observations, but I'm interested if anyone can find where in each mod the conflict lies. Would be nice if these 2 mods could play nicely with one another.
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Blackrack just released a great new deferred rendering mod, but it is currently incompatible with this mod. Hoping this might be able to be addressed by either mod authors so the mods can work together!
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
RileyHef replied to Gameslinx's topic in KSP1 Mod Releases
Blackrack just released a great new deferred rendering mod, but it is currently incompatible with Parallax. Hoping this might be able to be addressed by either mod authors so the mods can work together!- 3,164 replies
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Implenting KSP 2 Exoplanets into KSP 1 [DEVLOG/DISCUSSION]
RileyHef replied to wpetula's topic in KSP1 Mod Development
This looks tremendous. Now, if we can get Blackrack's clouds added in (something like a recolored version of Jool's atmosphere) we would really be cooking. This should be in the KSP1 mods topic if it isn't already. With KSP2's decay I feel it would get much more long term visibility there.- 54 replies
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- ksp 2
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