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Neomatt

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Everything posted by Neomatt

  1. Actually, I was about to plunge for an Oculus dev kit (extra cash + I wanna test it/dev for it), but when I thought about KSP, I realized a few things: - the VAB/SPH would not work. How do you build a rocket when the parts list is on the (distorted) side? Also, the resolution is halved horizontally and the GUI is made for a horizontal screen. - in the same spirit, flying a rocket in external view. Sure, it'd be 3D and less info, but head movements would be weird, given the focus point on the ship. Let's not even talk about clicking on a mod window . - however, with all those issues: IVA would be improved tenfold with a Rift, for sure. That's the one camera set in a point, and rotating on it instead of around it. What could be done: for external views/VAB/SPH, change from "point of reference" to "turn your head with the center view being the ship". Like a virtual screen displayed in a black room, at 1m from you. Not pretty or amazing, but it'll avoid putting the Rift off and on. edit: of course, that's a lot of extra work for a few people (since the Rift is not *really* out yet). I'm all for it, and it'll be needed down the line (HarvesteR is a TrackIR fan, so I'm not worried about future implementation), but right now, it's a small nice-to-have compared to other features.
  2. Isn't it already the case? Sure, "old" designs (one ASAS only) are out of luck and lack the power to keep straight, but when I added a reaction wheel + a battery pack to the top and bottom, my ship stayed its course the whole burn, in and out of atmo. I may have got the complaint under 0.21.0, but 0.21.1? 2-3 reaction wheels are enough to keep it headed in a straight line. Now, re: the original thing (Smart A.S.S and landing predictions)... why not. For landing predictions, the best way IMHO would be that the trajectory would just "change course" in atmo, kinda like MechJeb is calculating it right now. That'll keep it manual enough and not add any extra interface. For Smart A.S.S, a thing resembling the MechJeb one to orientate the ship and/or kill rot could be useful. But I'm not betting on that one being in the stock game (we're getting too close of the "no auto-pilot" rule).
  3. I really think every command pod (manned or not) should get an ASAS (of course, unmanned probes will consume more electricity if it's on) + reaction wheels. This way, the old ASAS parts can be removed, and only 0.6m, 1.5m and 2.5m reaction wheels (SAS) are available for addition. Much easier this way: you get basic control no matter what, and you can improve it with reaction wheels or RCS or winglets or what have you.
  4. Probe? Stupid question, but... do you have any electric power left?
  5. Just to be sure it starts straight up: can you add 4 launch clamps to the sides?
  6. re: Recovery: you got my vote. It'll be easier to press it when the flight is landed (and of course, if you can recover). re: reverting: errr, can't you do it in flight? I remember reverting just after launch yesterday...or did I only get the pop-up when going back to the Space Center (yellow text)? anyway, I didn't see a way to lose my Kerbals in flight. Also, Kerbals respawn, but it's a save file option if you want to. Forgot the name of the variable right now, though.
  7. That's a very good idea, but can I suggest something? Try to add your .craft file as a link if you're in vanilla. This way, users with no issues and/or testers can try those on their installs and see if they can reproduce them. This will hopefully help isolate a few cases or a common issue. As for me, right now, no issues (Steam version, no mods, Win7 x64).
  8. Yeah, same question here. Multi-threading is often seen as a fix-all-issues thing, but if physics calculations cannot be multi-threaded due to PhysX or other factors, the advantages would be pretty low. edit: checking the API quickly, it does look like a very good but basic implementation of multi-threading, for example computing multiple paths for enemies at the same time. But now, that got me thinking: can physics calculations be "splitted" into sub-computations? If yes, LOOM helps a lot (set packs of 10-50 parts in each thread, get the results). If not...
  9. Again, that's important: do you have a plugged-in (not using it, just plugged in) controller/joystick? If you have issues, unplug those, restart the game, and try again, just to be 100% sure that's caused by the game, not a badly-set deadzone.
  10. Actually, that's a good point: do people with ASAS/SAS issues have a controller/joystick plugged in? (even if it's left on the desk) Since the new SAS does not filter input noise, maybe try to increase the deadzone on the 2 control axis.
  11. You could still try for the foil one, if you're crazy enough: http://www.steamcardexchange.net/index.php?gamepage-appid-220200
  12. Rockets, because I suck at planes. I may give them another shot in 0.21, since the ASAS will help greatly with their behaviors.
  13. The Steam Community Market: http://steamcommunity.com/market/ Also, to respond on the post above, Squad is involved in this for 2 reasons: - the artwork when you click on a card. That's not just some screenshots from the game, it's real artwork (the Jeb one is awesome), so it's from someone within the dev team (probably danRosas). - when a card is sold on the Community Market, Valve gets 5% of the sale, and the dev team 10%. Sure, it's one or 2 cents per card, but it's still a bonus. That also explains why almost every game on Steam gets cards recently. Anyway, the good thing about trading cards is: if you don't want badges for every game, you can sell the ones you don't care about to buy the ones you want. I've yet have to pay extra for cards, and I got like 8 badges already. edit: also, it's a "Steam feature" as in "we made 8 artworks". No code or something else. It's just an added bonus, and the artwork is accessible to anyone once you have the URLs. It's not a big change like Steamworks integration or the like. second edit: for those not on Steam, here are the artworks: Bill Kerman: http://media.steampowered.com/steamcommunity/public/images/items/220200/1a7f80dc3e1968a0a039b404e671648607dab183.jpg Bob Kerman: http://media.steampowered.com/steamcommunity/public/images/items/220200/7998de341b35bea76aea0f81c478fb45767d68aa.jpg Jebediah Kerman: http://media.steampowered.com/steamcommunity/public/images/items/220200/aa2c53d70a1514eaeaeb894ed5fb7e53c3adf92e.jpg Gene Kerman: http://media.steampowered.com/steamcommunity/public/images/items/220200/314c8fb27832168460f3eccfc67cd7360db2b53c.jpg Ground Crew: http://media.steampowered.com/steamcommunity/public/images/items/220200/3cd32034bf6dc6b1189b556106754d4bd46e11de.jpg Kerbal Mechanic: http://media.steampowered.com/steamcommunity/public/images/items/220200/06c3fec0a7581c9abc8346ba81fdf059d5276fb7.jpg Kerbal Recruit: http://media.steampowered.com/steamcommunity/public/images/items/220200/ad1c29d86b146f57a56950c17ffaa3baad9f961a.jpg Wernher von Kerman: http://media.steampowered.com/steamcommunity/public/images/items/220200/c042bdbb3eec9bc9d0a214ab6cf67d73606e1de1.jpg
  14. Yes. ...no but seriously, we don't know, they don't know, nobody knows. It could come in the next hour as the next month, depending on what is found, what needs fixing and so on. Take a chill pill people, if you're already going in the "it's the end of this week, I'm sure" certitudes, you'll only be disappointed when your own prediction is false.
  15. Play Civ V: Brave New World. ...what? I deleted my save earlier on (too much minute iterations on my design; I went clean-slate + saved my .craft files in my "Hall of Fame"), and hadn't relaunched the game since the new ASAS/save-break was announced, so I can wait whilst standing the test of time one more turn.
  16. On the stream, they said that the new buildings are actually less resource-consuming. So it's an optimization as well. And pretty! They also seem much bigger now.
  17. Clouds were photoshopped by Bac9 for the effect.
  18. Last time I did a plug-in, there was a way to add sound on activation in the .cfg: http://wiki.kerbalspaceprogram.com/wiki/CFG_File_Documentation#Sound_FX_definition You could make a horn part and play the sound when it is active (it loops).
  19. Couldn't you add a few inclined/horizontal small steps at the top? That's what I would do edit: and I wouldn't call it a bug per se; the case you describe there would require something the Kerbals cannot do right now. As in, "grab" the border of a platform to stay on top of it, or at least "turn" on a ladder in order to face the other side and have the platform beneath your feet.
  20. Erm... they're quite light but look pretty fragile. Not sure how you could "cut" the head and carve the interior without destroying the whole thing.
  21. ...why do I want to put my crew of 3 with a GoPro and a weather balloon now. Gotta admit, having KSP figures going to "space" is risky but would make a great conversation piece: "those? Oh yeah, they went to space, here's the picture".
  22. From what I remember when I did testing: - QA: all branches merged, KSP is very unstable (as in "won't start with fresh install on some machines"), lots of bugfixes and versions. Those are similar to "beta-testing" in release cycles. - Experimentals: after QA, much less bugs, but still some gameplay fixes needed (less obvious; those appear in uncommon scenarios). Those are Release Candidates. So basically, QA is to remove all show-stopper bugs, and experimentals to track/fix gameplay bugs.
  23. Almost 30 here, thought for sure I was in the "median" age. Oh well.
  24. 0.15, a year ago last week. MAN how time flies.
  25. Since he mentioned "pre-0.16", it was probably an old model file, and those were basically free-for-all for conversion.
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