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KSRe-dev

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Everything posted by KSRe-dev

  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
  16. If you're expecting modders to fully test this every time it's updated, when we don't necessarily know all the fine details of how it works, and there have been mod-breaking bugs that hung around for 6 updates, that's your choice. But when some of these updates are rolling out once a day, that's a lot more time than anyone should be expected to commit to a basic and essential dependency. Without any further clarification on this bug, I'll stick with v0.9.1 indefinitely. Any issues users might have when using other versions of this dependency should be directed here. Maybe some day the "veterans" of this scene will be ready to acknowledge that an overhaul mod exists. But probably not, at least in this case.
  17. Looks good, thanks for adding this I'd like to use something like this in KSRe instead of my inbuilt fuel switch, but currently it looks more complex and I can't see how to add a resource switch to test it, so I'll wait for those docs The best design I thought of was maybe 1 button in the part manager like you have, to toggle the fuel type, and then resource sliders below it, not sure if that's how it works but I'm unsure if anything more complicated than that would be better than the current implementation I threw together Anyway good luck with the mod
  18. It's nowhere as good as the original, and has a totally different vibe, but I still enjoy it some days
  19. This needs more data to narrow down, the KSC seems the worst performing area of any that I've seen, and it may be specific to whatever is going on in that area. You would have to test those two vessels in space, and in other areas of Kerbin as well. From some tests I know that parts are being fully simulated in the KSC even when they aren't active (PartModule is always running), unlike vessels which are e.g. in Mun orbit and inactive. This may not impact this test since its already the active vessel, but it could be a compound effect, or something else is going on around KSC.
  20. So the bug was in all version of patch manager between 0.9.2 and 0.11.0, they have all been tested, the bug is not in versions 0.9.1 or the latest 0.11.1 comparing the distributions of 0.9.1 and 0.9.2 there was no difference in the line that changed in 0.11.1 as both are this public static bool MatchesPattern(this string @this, string pattern) => Regex.IsMatch(@this, pattern.Replace("*", ".*").Replace("?", ".?")); so it seems something else changed between those versions that introduced it
  21. I think the devs provided this dance bug deliberately, just so we could all dab on the haters
  22. verified it was introduced in 0.9.2 as the patch works fine in 0.9.1 and not in 0.9.2 for now i will stick with the last working version as a dependency, without going through every version after it to check
  23. Between the plugin and patch manager there are thousands of lines of code in this project. You are never going to get a complete explanation of something of this scope, and being a semi-realistic spaceflight project, there is also a lot of research that would also have to be explained if you want to know why a lot of these things are done. Even a single line that changes fuel tank mass could have multiple paragraphs written about it. If you want that you can request it, and I will say no, because like I keep having to reiterate, I'm a disabled volunteer who came here to program, not write essays. I had something like that on the description for a while [snip]
  24. I expect nothing from anyone, which is why I end up doing large amounts of work myself, which are often done in teams. There is also no expectation that anyone would download a mod simply because it was uploaded on SpaceDock. You seem to expect that I was expecting it, just because it's a large overhaul mod? Again, I prefer less downloads and more obscurity, due to my disability, it helps me focus better. The mod cannot have a forum thread as the source code is not currently available, and that is not something I have a solution for yet. I would be happy to make a thread if not for that barrier.
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