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KSRe-dev

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  1. users doing the work for me, even better i think i understand their communication strategy now, thanks everyone
  2. Social media managers probably see forums as a dying medium, like VCRs etc. The entire internet became a toxic wasteland since social media took over, I barely use it any more.
  3. For such a rough start to be turned around this much, deserves a lot more celebration than this. Going from 25% to 75% positive reviews on steam would have to be rare. It would also help in dealing with people who push negativity constantly and want to bicker over unrelated things and drag every thread off topic. I was very happy with the way this game turned around, but I guess not many others feel that way.
  4. KSRe currently has basic part resizing, but similar to the fuel switch this is something deserving of its own mod. Here's the current implementation, if anyone wants to build on it. public override void OnInitialized() { Game.Messages.PersistentSubscribe<PartSeparatedMessage>(SeparatedPart); Game.Messages.PersistentSubscribe<PartBehaviourInitializedMessage>(PartBehaviourInitialized); } private void PartBehaviourInitialized(MessageCenterMessage message) { PartBehaviourInitializedMessage msg = (PartBehaviourInitializedMessage)message; if (msg.Part.SimObjectComponent.PartData.partName != "booster_1v_solid_flea") return; msg.Part.gameObject.transform.localScale = new Vector3(0.5f, 1, 0.5f); } private void SeparatedPart(MessageCenterMessage message) { PartSeparatedMessage msg = (PartSeparatedMessage)message; if (msg?.messagePart?.PartName != "booster_1v_solid_flea") return; msg.messagePart.PartTransform.localScale = new Vector3(0.5f, 1, 0.5f); } This is setup to rescale the flea booster to be 0.625m (XS) diameter. There are currently a couple of known bugs when using symmetry modes greater than 2 - that other parts attached radially to the flea are also rescaled in this way, and when a flea is attached radially to parts other than a flea. These bugs only affect the editor, and are resolved upon launch.
  5. and that's the whole point of the food analogy. if you tell people you're cooking, and then leave them standing there hungry, promising more food, and sending more and more people to make more and more promises, it doesn't solve the issue (shocking). they need to eat.
  6. The problem with this "let them cook" argument is that people need to eat regularly. That last PR update was the most underwhelming one I've ever read, and from this above poster it sounds like all these people do is go on holidays. And yet we're supposed to believe that they can pump out updates on par once a month? I see no evidence to suggest it.
  7. Some Elon Musk style predictions up in here 0.2 was December it's now March and we had one update since but personally i would like to hear from the secret dev accounts, those will be the most accurate predictions
  8. How is that figured? In that video they said "updates" were planned before colonies, assuming 0.3 is colonies and the current update cadence, it seems tight to fit multiple updates and then the colonies update into a few months?
  9. Colonies are definitely starting to sound interesting in that video. Dozens of new parts, can't wait for the challenge of modding them!
  10. With a game of this complexity, the level of planning would be immense, and must be difficult to explain to a big team. I can definitely relate to that experience of scrambling to put out the fires but that takes longer than just taking it slowly and following a plan. It's a constant challenge because it's so counter-intuitive.
  11. Science was the only thing that turned the initial sandbox release into something that most people began to enjoy, based on the reversal of review scores. Going from 25% to 75% positive is huge. If the devs said "it's stupid, let's get rid of it" that would lead to a major step backwards for this game, and it's difficult to understand why any fans would want that. Thankfully, haters are not developers, otherwise the rest of us would never get anything worth playing. Calling something you failed to understand "stupid" is a completely inaccurate reflection of the thing, and more of a reflection of yourself, and it's strange to me that people think this makes them seem anything else. There are definitely some improvements that could be made to the science system. I've spent a lot of time working on various ideas, and it's very difficult. None of the alternatives I've seen in other mods improve over the KSP system greatly, except that "For Science" mod, which they integrated. That is already an improvement over base game KSP, which they are clearly aiming for, and making small steps towards. I'm not here to have people with seemingly zero game design experience tear into my own plans for science modding. But I can remember a time, when I made my first tech tree mod for KSP, where people contributed and helped me a lot, and the discussions were positive and led to real improvements, for someone who was actively working on these things, and paying close attention to feedback from players. I didn't have the skills then to make anything more than a tech tree, but now I can make almost anything, and unfortunately most of this feedback is just biased negativity. If you want something improved, constructive criticism is the only way it's going to get better.
  12. Hi, I submitted this mod for CKAN using the checkbox but it keeps unchecking, not sure what is going on there but I'd like to add the mod to your archive if possible
  13. Thanks, looks a bit complicated for this mod's situation of a single resource per tank
  14. I did a year of music composition at a conservatorium. We were repeatedly pressured to use atonal techniques which broke my creative drive and interest. But at least I learnt how to appreciate all different kinds of music there. Years later I ended up in a homeless shelter where they had a collection of cheap keyboards. I decided to transcribe an organ piece for piano and learn to play it, to cure boredom. The first few bars are the only thing I ever play. In the end, that excerpt was great for my mod cinematic. I think the circle is now complete.
  15. is there a screenshot anywhere of how the resource switching works in game? in your mod
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