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Everything posted by Deadweasel
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The diggers (and this little fella) are new builds. The scout, on the other hand, definitely needs a good beatin'.
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Another angle showing more detail. Wish I could get the game to look like that!
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That MouseInfo.com knows what you're up to, and won't stand for your shenanigans? LOL
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Heh, sorry... I guess it's still too soon for that one. It's from a recent movie called The Croods. At every dramatic point, that little sloth-looking devil comes out and sings "Duh duh DUUUUUUH!" Couldn't help thinking of it, reading your post.
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(Fixed that for you).
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Started messing around with pulling ships built in KSP into Sketchup, where I could do some further interesting things with them. Currently the process is a bit of a pain in the butt, requiring some effort to clean up what results from the conversion process...
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You just called out exactly why it's hated. It's obviously meant for use as on a touch-based system. How many businesses are using touch screens in their employee offices? I have six screens because my system does a lot of things (usually at once). Care to guess how cumbersome the system is to just work on things when I can't just move windows around? Win8 is awesome for phones and tablets, but MS is trying to leapfrog ahead and shove their assumptions (that tablets are the future) down everybody's throat. Too bad they were obviously banking heavily on their phones and Surface devices taking the market by storm. Apparently they thought that Apple's marketing plan of leaving their bread and butter clients in the dust was a good one, and changed gears to match it. Apple alienates its pro graphics, animation and sound developers, and MS gives the big middle finger to businesses that came to rely on their core product. THAT'S why people hate it.
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Wow.. your timing is scary...
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Just wanted to let folks know I'm still working on this! I got a little sidetracked when an idea suddenly hit me out of the blue, regarding using KSP ships in my own custom imagery. I'm still complete crap with the major 3D programs, but that's largely due to my having gotten into 3D starting with Sketchup, which created a lot of habits that run completely counter to the way the other guys do things. Anyway, I thought I would slog through this idea and see if it would work, pulling an assembled craft direct from the running game, then converting it for use in Sketchup. Turns out it's not all that bad! Although the textures are a pain to translate, I might be able to ignore the originals and do my own skinning instead to give the whole thing that much more polish. So, I got to work on putting together stuff for the survivors' homestead, starting with the "garage"...
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From RollKage
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If the forum admins were really serious about the necro-thread thing, they'd set it up to auto-close threads without a new post in 30 days. As it is, I can go back and find threads from waaaay back and still be able to post on them. It's not too hard to figure out, really. Google indexes the contents of the forums, users are likely to land on an old thread when looking for information, and if it's relevant to what they're after, they'll just post on it. Thing is, a lot of readers don't even bother to go through the existing contents. They'll see the topic and just add "Yeah me too", or basically re-ask the same question that's in the topic in the first place, even if the answer has already been provided. You want to stop reviving old and supposedly dead posts? Lock em automatically when they haven't seen any new posts after 30 days. Plain and simple.
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You know how you can tell a thread is old? When the first posts have "\" in front of apostrophes throughout. That happens because somebody didn't perform the database import correctly, so any apostrophes were prefixed with "\" (called "escaping") to keep the punctuation from looking like a "beginning/end of field" marker (which is the standard for SQL). So if you see somebody\'s post that\'s filled filled with slashes before the apostrophes, you\'re looking at a post that was placed at some point before the Great Forum Kraken Disaster, at the very latest.
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*sigh* Ignoring the fact that Apple has become more about marketing to the "ohh shiny!" crowd, Apples have something that PCs do not: universal support for the hardware AND the software. THAT'S what you're paying for. Yes, the core is Intel, but because Apple tested and developed the hardware components that they build their systems with, they can ensure that OSX works reliably every time on every Apple machine made. Moreover, thanks to having been developed to run on it specifically, OSX takes better advantage of the hardware. Hollywood ran almost exclusively on Apple right up until Final Cut Pro X, because production studios used them as tools. They expected to open the box, plug the thing in, and get to work. If one went down, Apple would take care of the problem. Not with an over-nighted part, but with a whole new machine. THAT'S what you pay for. It's not about the hardware, and it never really was. People who crow about hardware specs have no clue what they're talking about when the systems not only run vastly different operating systems, but have support structures that are a gulf apart. It's comparing oranges to... well, apples. /runs Windows 7 on five machines, Debian Linux on two, and OSX on one.
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Too many freaking parties were dumping loads of trash in orbit. We all know the Kraken lives there, (with a summer home on Moho of course), so it was to be expected he'd start *ahem* kraking down on the revelers. I mean, after all:
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It is Comic Sans?! Why oh why is that even possible? The forum gods are trite indeed. D:
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People are still asking this???
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SSTOs! Post your pictures here~
Deadweasel replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
Heh, addons are just parts that haven't been made stock yet. -
I dislike the little engine sounds because the loop is too obvious. You can hear granular elements in the sound that make the engines sound more like a train than a blaring rocket. There's also a pitch difference between the beginning and end of the sound, making the loop point easy to pick out after you've heard it for only a couple of seconds. Basically, they sound like the kind of thing that a newbie add-on maker for Flight Sim 2000 would have made, using only sounds from a free samples site (which us sound folks know are extremely crappy specifically to save the hosts' bandwidth). I can (and have) made very realistic looping engine sounds using nothing more than a mic, my voice and a sprinkling of post-editing effects. I have to wonder if there isn't somebody at Squad who knows a thing or two about Audacity and the plethora of (free) VST effects out there that would allow them to make their own custom sounds easily... EDIT: Incidentally, most of the annoyance with the rocket sounds comes from the fact that the sounds are recorded at one speed and then forced slower or faster from mid-throttle to accommodate the setting. Speed-modding any sound will result in annoying looping "markers" and odd pitch shifts, unless care is taken from the very beginning to adapt the sound to work within the expected range. This has me thinking about doing some experimentation with the stock sounds after work. /now the word "sound" sounds weird to everyone
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Spaceplane Keeps Flipping Over Mid-Takeoff
Deadweasel replied to Shiloh8686's topic in KSP1 Gameplay Questions and Tutorials
Is it just me, or does it seem like more and more people are just posting things and walking away without even glancing at what their post actually looks like after the fact? :/ -
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UPDATE: Sheesh... Well, I can (with a ton of trial and error) get the .mbm textures into Photoshop and even get them to show up properly on the model, but holy hell does the quality ever just fall away. It looks like a cheap copy made by an extremely amateur modeler, which -oh hey!- I am. I'm only guessing at the image parameters necessary to get them to import into Photoshop, but for all I know I could be doing it wrong.
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Whoa whoa WHOA. Hold the phone. What is this witchcraft?!
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Honestly, I only got burned by this once. Afterward, I took a moment to learn the part's behaviors. If I wanted the port side facing outward, I place it, then zoom in real quick to ensure the ring is facing outward. If I want the port facing inward, I know that it will (for some reason) usually jump to mounting on the body, but if I pull it back a tad, it will "click" back to another node (representing the ring). I've never had issues with badly-placed ports after taking the time to learn how it behaves. Same thing with the other docking ports. If they aren't in an orientation that's ready to slap on, they will likely not jump in place when I bring them near, so I rotate them accordingly first. If a docking port starts flipping around and rotating madly around a point instead of clicking in place, I change my view so that I'm looking at the mount point almost edge-on, with no ship geometry behind it, and then it will click in when I bring it near. All that said, I agree that it should be a relatively minor thing to add some kind of visual cue on the Sr port's markings to show "this side up". The textures on the main faces are useful for this, but are just similar enough to cause a bit of confusion. In this aspect, even the other ports have a bit of an issue (at least for me). One thing that drives me batty is having a docking port on the nose of a ship. If I select "Control From Here", the navball flips 180 on a roll. I placed it right-side-out alright, but it's upside down! D'oh! The only cue I have for placing it correctly in that aspect is the little handle that's part of the texture inside the port's docking face. Unfortunately I can never seem to remember whether that handle needs to go up or down, unless I launch and test it first. So I decided I'd try to modify the textures a bit to make them a bit more helpful, without being blatant enough to break the visual style they already have. Sadly, the format these textures are in makes it rather difficult to do, even with the existence of a wiki post that describes how to convert .mbm textures. Despite multiple attempts, I can't seem to get anything out that looks accurate enough to attempt editing.
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lolwut....
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I've been doing a little work on this, but I'm facing a bit of a conundrum. I'm basically editing a stock part and changing the texture, so I'm a bit hesitant to just fire it off and share it here without the blessing of somebody in charge (though I noticed it seems to be okay to post up versions of stock parts that have been simply scaled). Any thoughts on this?