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Everything posted by Deadweasel
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Spaceplane Fuel Flow issues
Deadweasel replied to lyndonguitar's topic in KSP1 Gameplay Questions and Tutorials
I take it this thread is no longer [unanswered] then? Nuts, pretty much had the same idea but was too late to the party. -
KerbalBase - A website for your ships!
Deadweasel replied to Vilsol's topic in KSP1 Tools and Applications
At present there doesn't seem to be very much on offer yet; it's still a bit rough around the edges and not at the point I would consider ready for public release. Why would any user want to order submissions by ID? Why not by newest->oldest, by rating and by name? I see you have ratings planned, but it's not implemented yet, which is one of the pointers that the site isn't really ready for public use yet. When I use a site like SpacePort, looking for ships or mods, I generally look at how the submission has been rated by others, as well as go through the comments to see some more specifics about what others think of it before I take the time to download and install it. If the site uses no CMS concepts, how will it be able to manage all of the content that this site is ostensibly designed to accommodate without you having to manually administrate it? You're going to need a bit more than a fancy skin on a database application, or it's going to become an intolerable handful if it gets the user traffic that every webmaster hopes to see visit their own slot on the web. Since the site is going to be dealing with text (.craft) files, why even worry about users and passwords? If you don't have a commenting system, what is there to protect against? If your filtering is configured appropriately, nobody will be able to upload anything other than a straight text file with a .craft extension. Couple that with a requirement for a screenshot to be submitted, and you'll pretty much lock out any automated spammers due to the niche requirements. Looking at it this way, you could open the site to anonymous submitters who might not want to be bothered with having to watch yet another account. Just some thoughts. -
Thanks for those interface tips, I didn't know about those at all!
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Are you certain that's not the Restaurant at the End of the Universe? I'm sure I see sashimi bowls there... /not panicking, nope, not me.
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INDEED! I'm rolling over here
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[post deleted due to redundancy]
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[1.3.1] Aviation Lights v3.14 [use MOARdV's version instead!]
Deadweasel replied to BigNose's topic in KSP1 Mod Releases
Well holy crap! Can't wait to try this out when I get home!!- 799 replies
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Surprisingly stable ship
Deadweasel replied to chemieglennie's topic in KSP1 The Spacecraft Exchange
I think that looks like a suitably insane (and fun) design! I have a small suggestion to add, but feel free to tell me off if you already know: Mainsails will not overheat if you place something (like a small fuel tank) between them and the orange tanks. No idea why, but that's apparently how it works. -
Sorry Mr. Cat, there is documented evidence (see above in the thread) that the commie reds have LOST the space race. Better luck next time? LOL /Totally messing around of course. That's a wicked looking lander!
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[1.3.1] Aviation Lights v3.14 [use MOARdV's version instead!]
Deadweasel replied to BigNose's topic in KSP1 Mod Releases
I'm only assuming a .dae file is needed based on comparing this mod with others that have similar layouts. It seems whenever there's a mesh present, there's also a source .dae file as well, and according to the log entries BigNose is seeing, that's apparently what the game is now looking for. I can produce a model to work with it, but I'm almost entirely unfamiliar with partTools and the .mu format, save for the knowledge that .mu is -like .mdl- a compiled version of the model and uneditable as-is. I think that while that utility alone might be enough for a lot of parts, the way this one is put together is going to require at least this additional step to provide a whole source model as well. Maybe we could work together on this so we're not re-inventing the wheel (so to speak heh). If you're willing to share any sources you've used to develop your mesh, I might be able to use those as a starting point to re-create a new source model so we don't have to go through all the fine-tuning, reshaping and scaling process... EDIT: SNAP!! Maybe I'm getting ahead of myself. BigNose's update came through as I was posting this, so I will stand by instead.- 799 replies
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[1.3.1] Aviation Lights v3.14 [use MOARdV's version instead!]
Deadweasel replied to BigNose's topic in KSP1 Mod Releases
Oh really?? Does that mean you have access to a source that can be used to export a full model the game is apparently looking for as well, or is that still needed? So it's YOUR work I have to thank for not lagging the heck out of my little SSTO UFO covered in blinky lights? THANK YOU! Side note (not a critique): your work has no effect on the HUGE lag brought on by crashing the whole lot headlong into the ocean. Hahahahaha!!- 799 replies
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[1.3.1] Aviation Lights v3.14 [use MOARdV's version instead!]
Deadweasel replied to BigNose's topic in KSP1 Mod Releases
Done and CC'ed to you as well. I suppose if he doesn't respond, I could always take a stab at creating a new model for you to get things rolling ahead once more. /crosses fingers- 799 replies
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Okay, so I'm not wording it right. No, Squad does not own Unity, but they own the core game engine that they've built on top of Unity. I'm sure you know what I'm getting at anyway, despite my lack of proper naming convention. No the game doesn't technically load faster, it RUNS faster. 1366x768? Wow that seems pretty low by today's standards, unless you're on a very small monitor, perhaps a notebook? Wish I could offer up some kind of fix to help you out there, but honestly that resolution is going to be a bit in the minority where machines that are normally used to play games like this are concerned. I'm sure there will be something along soon to restore that settings tweaking functionality, because even if your rig is technically in the minority, you're definitely far from alone. EDIT: MR4Y, what happens if you add the custom res lines back into the settings.cfg file? [COLOR=#a9a9a9]SOUND_NORMALIZER_RESPONSIVENESS = 16 [/COLOR][COLOR=#a9a9a9]SOUND_NORMALIZER_SKIPSAMPLES = 0[/COLOR] SCREEN_RESOLUTION_WIDTH = 1280 SCREEN_RESOLUTION_HEIGHT = 720
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So that's a "no" to any resource system? "No" to re-entry/supersonic effects? "No" to additional planets and moons? "No" to better gravity and atmospheric flight modeling? "No" to aircraft building and dedicated horizontal launch capability? There are all things added with updates; "fixing things that ain't broke", essentially. This time around they fixed a most definitely-buggy rendering engine and it resulted in better framerates and more enjoyable play, along with 7 new parts, a few of which were badly needed in my own opinion. Cupola with awesome IVA view? Docking port that matches the large part size? YES PLEASE AND THANK YOU!
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Maybe because Squad actively supports the modding community, supports their employees' existing projects, and wants to stay focused on improving the core game while allowing others who have more frequent and direct interactions with fellow players to develop the parts and features they want? There are purists who groan about only having the things they want available as a mod instead of being a direct part of the game, but at the end of the day, what's the difference when it comes to parts? Shoot, the cupola alone came directly from a mod! The game doesn't behave any differently based on how it found the part at load-time, right? Squad own the engine. I say let them focus on making it run better and adding new internal features like GUI enhancements and physics/graphical updates. Since they're actively encouraging a modding community, there's no reason in the world to look down on having extra stuff extend the game being provided by external (and unpaid, I might add) people. Thanks to the modding support, the Squad dev team is unofficially much larger than their payroll would indicate, and that's actually a really awesome thing, because it means there will be new stuff to see and do in this game for quite some time to come. Also, bear in mind: they didn't just hire on "part makers". They hired on full modders, who know how to code additional functionality into the game itself, beyond just adding custom parts. That's important, because they've increased the number of people on the team who understand how the game itself works, which means they can develop much more than additional parts. So I guess what I'm saying is that since they're so openly supporting modding right from the get-go, there's no reason we should feel Squad is obligated to add piles of new parts with every update when so many others are already doing just that. How many of the stock parts do you actually use, as opposed to ones added by mods? Would you be pleased with a five minute game load time because they included tons and tons of parts in the vanilla game, or are you happier with it being able to cherry-pick certain packs and features that you personally want to see instead?
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[1.3.1] Aviation Lights v3.14 [use MOARdV's version instead!]
Deadweasel replied to BigNose's topic in KSP1 Mod Releases
I didn't want to step on anybody's toes by just doing that out-of-turn. There are a few people credited in the development of this part, and I wanted to let them keep it "in the circle" instead of presuming to take control of a portion of the development/patching process. My assumption was that BigNose already has at least some kind of association going on with him, or I doubt this version of the original mod would have even been released. That said, I'm more than happy to try to get in touch with RPGPrayer myself to see if I can be of some help. Just say the word.- 799 replies
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Very cool! Certainly helpful to me, thank you!
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Correction: your *uninformed* opinion. If you were at all active in these forums, you'd have seen all of the discussion regarding the changes. Few are actually visible in the form of new parts and GUI updates. In your opinion, the only changes that are worthy of note are additional parts, but the bulk of the rest of us are quite pleased (again, as indicated by ongoing discussions) with the fact that Squad are putting more attention into the performance and handling of the game engine in-general. Anyway, to the ruckus angle: "brown-noser"? "too afraid"? Yeah, I rest my case.
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Not Lazor System yet. http://forum.kerbalspaceprogram.com/showthread.php/9923-0-19-Lazor-System-v26-%28April-26%29/page71
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[1.3.1] Aviation Lights v3.14 [use MOARdV's version instead!]
Deadweasel replied to BigNose's topic in KSP1 Mod Releases
Oh sorry! I'd forgotten that part. >_< .dae is a mainstream model type. Others are .obj and .3ds (from 3D Studio Max). The .mdl file is a kind of condensed or simplified version of the master part model (though that's in itself a very simplified description). In simple terms, the .mdl file is a compiled model, like a .dll. As such there's no way to edit it and produce a .dae (source) model from it. Is it possible to contact RPGprayer to get a .dae export of the model? If not, I might be able to re-design it and provide an export based on the working one in .19 that will work in free programs like Sketchup.- 799 replies
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I'm waiting for a couple of mods to update so I can try out my favorite SSTO V/STOL frame again. The way the rocket handled makes me believe the plane will behave more aerodynamically-correct, in that it will tend to want to face the direction in which it's flying, instead of wantonly flipping out if I get ham-fisted with the controls. I'm hopeful, but won't be too disappointed if I'm wrong. The plane is stable as all heck anyway, so even if the changes don't make much difference in how it behaves, it'll still be a treat to fly.
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LOL sorry, I'm a writer, so I tend to get my thoughts through the keyboard pretty quickly.
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Heh, I actually flew up one of the included demo rockets (MapSAT) just to see how it goes. Holy smokes does this latest version make a difference! Also the new air dynamics seem to be pretty cool as well.
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So basically not a big deal. You're not alone in that you like the experience better with your favorite mods. After all, that's why the mods exist in the first place, right? To add functionality, parts and features that Squad haven't thought of or implemented (yet?). I'm sure there are many, MANY people who feel just the same as you and I in that respect. People like us are why others are already rushing to try to adapt their favorites to the new version asap. KWRocketry, SubAssemblyLoader and MechJeb2 are already fixed for .20, so it's apparent there's action being taken as we speak.