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KSP2 Release Notes
Everything posted by Deadweasel
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That is really awesome-looking right there! Loving the complexity happening on that one!
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What, B9 Aerospace? Go to http://kerbalspaceprogram.com and it's one of the front page featured mods.
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or just edit the persistence file to remove all instances of strut parts from the ship you're wanting to clean up. I mean, since you're talking about editing files anyway...
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You know, I thought Jazz had been killed off a little too quickly! Turns out he had a scheduling conflict with his appearance in KSP!
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There's some overhead associated with it, and all it takes at 3.7GB is for the game to run some additional maintenance routines to drive it past the point at which the engine freaks out because it's been told to store stuff past that accessible space, and now it's ticked off because it can't find the information it's looking for. Cue the overflow. There is a 64-bit version of Unity out there, but it's not a main release (yet, I hope), but even after it's released, we'd still have to wait for Squad to update KSP to use it, and I'll bet that's a pretty hefty order.
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So one might say that it went... (•_•) ( •_•)>âŒÂâ– -â– (âŒÂâ– _â– ) ...swimmingly.
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The next chapter is up! It's a bit shorter this time, but the next one is already started. It's also laregly bereft of images this time, as I'm still working on the process to create scenes that don't actually involve KSP ships. >_< Enjoy for now, there will be more soon!
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Working on it right now, actually! Up to six pages and cruising along (was kind of stumped at a particular scene, trying to keep a good flow).
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I don't think there's a way to get the engine to ignore what it's doing on individual non-static parts. At least, not with the current incarnation of the API that's accessible to modders, as far as I know. Honestly, I think we can expect a huge improvement in the game's performance and elimination of a lot of stupid little quirks once they're able to start optimizing the game as a whole. Thing is, optimization creates even more headaches if it's done when the code is still in development, so later changes down the road are more difficult to implement. Normally I would expect code to be optimized before each release, but given the relatively small programmer base Squad is likely working with, doing so would mean we'd only see new releases after a lot of work has been done, resulting in far less frequent releases. This is why it's still considered an Alpha-stage product, because it still exists very close to its "raw" state. In fact, I'd wager this is actually the basis behind all the noise regarding expansions later on down the road. What they're doing now is expanding the game's core functionality, developing it to get to the point that they'd originally envisioned with it. After that point, the whole thing gets optimized and released at least as a beta, if not a full General Release (v1.0/Gold/etc). This effectively "locks-in" the core vanilla game. From there, any changes to the game's behaviors or features require a greater level of effort; almost enough to warrant their own dedicated development cycles, which is what I suspect is the reasoning for the paid expansions concept that was being tossed around before.
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Thanks very much for reminding me of these. I actually ran through the wiki previously, but didn't think in terms of the whole part. One thing the wiki doesn't really go over, though, are the numerical ranges for these configs. What would be a somewhat sane value to use for these in the config? (Don't want to necessarily set it to unbreakable).
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This could perhaps work, but then again, there's the little matter of the way KSP keeps track of the ships that are built. AFAIK, the only way to "merge" a multi-part vessel or station would be to have a physical single model of the whole thing, which KSP currently can't create on the fly (and probably won't ever really be capable of without adding a LOT of additional load time between scenes). I had the same idea as well, but currently the closest it's possible to come (from what I've found so far) is a part welder mod that takes some various vanilla components and turns them into their own singular parts. The only problem with that mod's approach is that it relies on being coded for specific combinations of parts (so you can turn a RCS and fuel tank assembly into a single part, but you couldn't turn a wing and a tank into a single part). Otherwise, I think it's just going to be a matter of waiting until Unity FINALLY releases a proper 64 bit version, for Squad to adopt it, and eventually, for them to optimize the game's code. Only problem with optimization is that it's often pretty one-way; you can't turn around and do much more development to the game's core without then having to turn around and do all the optimization work all over again at each turn.
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These parts are so freaking sweet! Found the hyper ring and just had to snag it! So I'm playing around with the ring, and added the mounting nodes called out earlier in the thread for its config file. While the nodes work very well (thank you very much to those involved with working those out and posting them for the rest of us!), it seems all the attachment points on the ring are very weak, even the central connection points. Just for the lulz, I threw together a quick ship based on the ring, but no matter how I try to fly it, anything attached to the ring seems to just pop off extremely easily. This thing looks very rugged and solid; why won't parts attached to it stay connected under nominal stresses, at least as much as the stock parts will endure? Is there something I can adjust to up those mount point strengths? Thanks again!
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You should totally send up a rescue mission for the poor little dude.
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"One woman's struggle against-" *click* .... *hear Fox News come on, stop the render immediately* "Sorry! Erm... solar flares!"
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LOL More of a render "backyard garden", really. Most of the systems aren't all that well suited for that kind of thing and have dedicated functions of their own to deal with. Besides, I'm pretty sure the li'l woman would kick my tail from here to the Pacific coast if I hijacked the media center in the middle of her girly movies. ._.
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Ninja'd and appropriately contrite.... >_>
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See, when power cuts out for me, "irksome" is pretty far down the scale from the words I use to describe it. 10 machines to boot and check on, and all that....
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Oh that is SO COOL. KSP=Kevin Spacey Program?
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Well okay, these are picturesque, but let's be honest here... Isn't this a bit like taking snaps of the toilet after you do your business? (Kidding, I find entertainment in just that kind of quirk in KSP as well)
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Oh that's really cool! I didn't even know this was out there! So no more worrying about getting perfectly aligned with the docking port by rolling the camera all over the place? SOLD!!