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KSP2 Release Notes
Everything posted by NovaSilisko
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I use REAPER, which doesn't even have any samples included with it, but I do have a few packs of stuff. What specifically are you recognizing and where?
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Uploaded a new version of ribbit, the one I had was outdated.
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Here's just a few of many. I might even finish them someday :v https://dl.dropboxusercontent.com/u/575558/music/ribbit.mp3 < - small part of a 12-minute piece, guitar by a friend of mine. https://dl.dropboxusercontent.com/u/575558/music/wharp-bit.mp3 < - also a small part, bass driven section with 808 drums and timpani. https://dl.dropboxusercontent.com/u/575558/music/berp.mp3 < - downtempo thing
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Tested with .22, no issues. Should be future-proof unless the mod loading system is changed. That would mean keeping track of potentially hundreds of filters, and also somehow monitoring whenever an explosion is created, or anything with an audio source for that matter. Right now there's only a handful of filters, so it doesn't do too much. But, having it on a per-source approach, I don't know what performance penalty there would be... there's also the issue of filtering it to make sure you're only grabbing audio listeners on certain objects, etc. A massive headache to deal with, and more than I'm willing to put into such a simple thing.
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In my opinion, I always thought that smaller updates would be a good idea. .17 and .18 almost killed all of us due to their scale, and I can't imagine what sort of crunch time is going on for .22...
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Universal Resources: Because Kethane is too Easy!
NovaSilisko replied to mushroomman's topic in KSP1 Mod Development
Waiting on me? Nothing's waiting on me, it was dictated months ago that resources be put on hold until career mode is mostly done. -
Universal Resources: Because Kethane is too Easy!
NovaSilisko replied to mushroomman's topic in KSP1 Mod Development
Ah crap I wanted to make a mod like this, knew I shouldn't have waited -
I was just playing it the other day. Microbe and creature stages are alright, tribal and civilization stages are unbearable. Space is fun to explore until the game shoves the whole galactic diplomacy crap on you.
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I'd like to get one someday and put SteamOS on it. GabeCube micro!
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Yes! That's what I've been saying forever! That's a keystone of my semi-official canon I kinda want to make a mod to experiment, though - realistic gravity values for all planets based on their size, and real-world density. By that logic, kerbin would have about 0.02g~ at the surface. Who needs rockets, just flap your arms and hit escape velocity.
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If it uses Unity's audio system, probably.
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This is a small plugin with a singular purpose: as the air around your ship gets less and less dense, your audio is muffled, until it's nothing more than a deep bass rumble. There's a config file included with the plugin - currently used to toggle its functionality on and off, and to activate debug mode (which spits out a bunch of info to the console as it does its thing). Known issues: ALL audio is muffled, not a thing I can do about that. Unity's audio system is currently unfortunately quite limited. Also, if your audio system has poor bass response, you won't be able to hear much of anything when it's muffled. Note, Jan 31 '16: With Unity 5 and its new audio system on the way it might become possible to be more selective about what muffler mutes, but this all depends on how Squad has laid the audio out internally. But I don't think I'll be the one to do this. If 1.1 turns out to be the update that finally kills Muffler, I think I'll pass the torch to anyone else who wants it. Download from SpaceDock Download Source Licensed under CC-BY http://creativecommons.org/licenses/by/4.0/ Please let me know of any problems you find, and I'll do what I can.
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Well, I've not really heard back from anyone that I gave the test version to yet, so I guess I can interpret that as it being ready for a first release soon Edit: Heard back from a couple by now, seems there are no obvious issues!
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Actually apart from the menu music, it's all public domain stuff from Kevin MacLeod.
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Can Earth "Keep" Another Moon?
NovaSilisko replied to ReptilianGameplays's topic in Science & Spaceflight
No, Pluto's the dwarf planet. Charon is just considered its moon, since Pluto has the larger mass. -
I see this thread going amazing places.
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Funny you mention that... the soviets did put cannons on the Almaz stations, but they also tried to launch a megawatt-class carbon dioxide laser system in 1987. https://en.wikipedia.org/wiki/Polyus_%28spacecraft%29
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Can Earth "Keep" Another Moon?
NovaSilisko replied to ReptilianGameplays's topic in Science & Spaceflight
I thought it was L1 and L2 that were inherently unstable? -
Can Earth "Keep" Another Moon?
NovaSilisko replied to ReptilianGameplays's topic in Science & Spaceflight
Just plop it at L4 or L5 and never have to worry about it again. -
Got the CFG loader going... going to throw this at a few friends to test, then release will be tomorrow hopefully.
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By wind sound I mean the wooshing sound when you're going really fast in atmosphere.
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Dihydrogen monoxide hoax (Why a water hoax?)
NovaSilisko replied to Designer225's topic in Science & Spaceflight
What anti-water activists!? The whole thing is a joke, they're not being serious! Oh god, I adore that joke. -
Has anyone created a Kerbal name generator?
NovaSilisko replied to SuperWeegee4000's topic in KSP1 Discussion
I could make it since I have the syllable tables available but I'm not sure that would be looked upon very well. -
Dihydrogen monoxide hoax (Why a water hoax?)
NovaSilisko replied to Designer225's topic in Science & Spaceflight
Not sure I get what the original purpose of this thread is about - the whole DHMO thing is supposed to be a joke, making people scared of a completely innocuous substance by using intimidating chemistry words and accurate descriptions of its effects (it can be fatal if inhaled) -
There is, but it's really quiet so is mostly mistaken for wind noises. It's a different sound though.