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KSP2 Release Notes
Everything posted by Nachtwind
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dedicated optimization patch
Nachtwind replied to chuckbillrow's topic in KSP1 Suggestions & Development Discussion
Like others said.. that would be useless. It would mean to spend too much time on stuff that surely will be broken again sometime sooner or later. *edit* Also.. considering the community uproar when the first information to .21 leaked i would think that a performance-only patch would lead to a civil war in this forum... -
Any chence to see some tutorials or the tips&tricks on a written page? Imho it's becoming a growingly bad habit to put programming examples on Youtube.. thats like brushing your teeth with a single hair.. Its completely inefficient. Aside from that: Sounds like a sweet mod.
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What do you think about Windows 8
Nachtwind replied to Pawelk198604's topic in Science & Spaceflight
That was the same for me.. yet when i understood that you can just start typing in the start screen everything was fine ^^ -
What do you think about Windows 8
Nachtwind replied to Pawelk198604's topic in Science & Spaceflight
Mind to give a reason? So far this thread, which is prone to a flamewar, is pretty objective and by ar the best of its kind that i know. So please keep it that way. -
What do you think about Windows 8
Nachtwind replied to Pawelk198604's topic in Science & Spaceflight
I've been very reluctant to switch to Win8, but after my late Win7 dies of old age i tried it and chose not to install classic shell or similar software.. Now, half a year later, i think that switching to win8 (8.1 here) was a great choice. The system is pretty fast and very very stable (even on a public beta OS here). The main problem everyone has is the Metro Start screen.. but truth to be told: I dont see the difference. As human beings our eyes can only focus on an items as big as >>>this<<< word. Try it for yourself - when you look at that you wont see much more So clicking on start to search a word is for me the same as hitting start (or clicking it on 8.1) and looking for a picture. But the best part is: In 8.1 i always know where my programs are. I dont need to search so its faster than on 7. Also the type-to-search function of the new metro feels faster and more complete than in 7 - but thats subjective. So all in all: I dont regard it a bit to have switched. -
Monoliths unlocking new part trees
Nachtwind replied to solomon's topic in KSP1 Suggestions & Development Discussion
Actually the first monolith (TMA-0) on earth ded somehow help the apes evolve into humans.. yet TMA-1 was something different altogether. As it is pretty much massless it also has a very strong magnetic field (hence tycho MAGNETIC anomaly). After being dug up it sent a signal to TMA-2 which is at Lagrange between Jupiter and Io (read "on Iapetus" for the book version). TMA-2 has no such magnetic field and a mass that makes it just as dense as air. Furthermore TMA-2 is more like a swiss army knife than a transmitter (like the on one the moon). It could "absorb?" HAL and Bowman and could multiply itself like a von Neumann device (and transform Jupiter into Lucifer). After that job was finished it dropped to Europe and spawned a new round of evolution there.. It is not exactly known, but expected that TMA-2 also did transmit signals to the unknown civilisation that started the whole Monolith "program"... I think that sums it up ^^ -
No. Optimization normally happens in LATE stages of game development... not in early alpha stages in which we are in. Time spent on optimization would end up being wasted as update .xx breaks it again and squad would have to spend that time again on optimizing. Also there are problems that Squad connot fix - yet. (Once unity implements some things the game should run smoother..) I suppose everyone thinks differently here. I rather focus on designs "as small as possible" See above comment Well.. the thing here is: physics. Since all the parts interact you have decreasing computation time with higher part counts - naturally. But if you compare it to minecraft.. Minecraft mostly runs without any physics. If you start "adding" physics you end up bringing down every fast computer as well. Try it - create a large plane of dirt that starts dropping or water or blow up stuff big time.. you will see what i mean What i could advise you is going into the game settings and reduce the time spent on physics per frame.. that was a big change on my system to decrease it from .10 to .03...
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Yes. Been using XMind for that version
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Will KSP Run On Windows 8?
Nachtwind replied to ShockerGamer's topic in KSP1 Gameplay Questions and Tutorials
Running KSP here on a low end system with win 8.1 - works as it should -
Update: - New picture location - Added some .22 information
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Thats actually a nice idea.. i will think about it.. but personally i like this treelike structure better as it is more flexible. Please not that not all steps are strictly chronological! Something might have been implemented in 0.11 that was then part of a later change and revised in .19 again.. that would make a chronological order, in contrast to a topic focused order, more complex and problematic.
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From the changelog: - Time now passes in the Space Center scene, and day/night is consistent with in-flight. What i mean that there is now a fluent transition between day and night since that version... The idea was simple. When i read some of the threads before the .21 release i realised that a lot of people lack imagination of where to put updates into the big picture. Sometimes i had the impression that people think that if you go from .2x to .2y you can have full multiplayer, a resource system and maybe 490 new parts which are of course all balanced. So i decided to go through all sources that are known to me (Wiki and Changelogs) to see what changed in which version and create a graph that shows where each of the updates takes its place. My aim is to keep this graph updated and to change it according to new developments. For example i see a branch "career" coming up soon that will combine Crew Managment, R&D and Resources.. but it would NOW be too early to put it that way. So in the end it will move from the current categories more in the direction of having big features (career, flight, resources..) and their branches.. but this will develop - as will the game.
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As there has been some discussions on this board regarding the speed of the development of KSP, as well as "when will Feature X be implemented" I chose to create a graph to show how KSP evolved and how updates blend into the big picture of KSP 1.0. The graph has been compiled from public sources and contains some "planned" content. Of course these elements are subject to change. I will keep this updated whenever I get my hands on some bits of information regarding planned new features and stuff that makes it into the releases. -image removed till renewal- 08/13/13 - Initial release (up to .21.1) 08/14/13 - Updated with KSP Weekly data 10/02/13 - Some more .22 information
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[0.20] RemoteTech: Relay Network – V 0.5.0.1
Nachtwind replied to JDP's topic in KSP1 Mod Releases
Just testing RT2 here but i dont know if it an error or not. I assambled a simple probe core to a few antennas and packed one that can be used in a non-deployed state. All that is connected to power, some rockets and all else you need to reach orbit.. in theory. So my problem is, that the throttle "jitters" and completly ignores manual input whatsoever. I also cant seem to move the craft when launched (via Mechjeb).. There is a connection available to the KSC and it shows a delay.. so i suppose that stuff works.. Any ideas? -
Since i dont use that particular pack i cannot tell wether its usable or not.. but from experience i would say you are good to go. Except for .19 to .20 not much changed for normal parts during updates - and even back then it was easy to fix parts that werent converted by the mod creators yet. Just check your plugins if they use DLLs or not. If they dont i would say that you have a 90% chance of them working without further problems*. Else just wait with updating KSP until you know the Plugins were updated as well. ------ * That is if the current model on how parts are handled doesnt change. And afaik its not planned to break compatibility again soon.
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Pure Part plugins normally work.. when it comes to plugins it becomes more of a problem since the api and codebase of KSP change... Normally it takes a few hours to a few days until (the most common (MJ, B9, Kethane...) plugins are completely compatible with a new KSP release.. so you dont have to be shy of mods, but you should keep an eye when to update etc.
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Plugins Manager (+ Steam Workshop)
Nachtwind replied to Ivanoff Alex's topic in KSP1 Suggestions & Development Discussion
The real problem with integrating the steam workshop is, as far as i know, that you would have to fully give in to the steam api and its multitude of bad ideas (DRM etc). You cant have the one without the other i think. So yes, it would still be possible to have both - but it would add yet another level of complexity as there had to be another group of releases to be made: - Windows - Linux - Mac - Steam Windows - Steam Mac (- Steam Linux ?) -
Plugins Manager (+ Steam Workshop)
Nachtwind replied to Ivanoff Alex's topic in KSP1 Suggestions & Development Discussion
So you suggest that the ksp devs just ignore the, i guess, major part of the players that dont use steam? -
Very nice to see something like this with stock parts Good Job
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So... let me make that long story short. You seem to have had a nice big savegame with lots of rockets and bases.. nice work. In the first update news squad was about to completely break savegame compatibility and during testing this was changed the way that squad offered a savegame converter instead (thanks for that!). The problem is that such a converter can never be completely include every possible scenario like, for example, the use of outdated mods. Its not exactly Squads problem if things like Mechjeb dont work on release. Thats the way it was throughout all updates if i remember correctly. So why didnt you just do it like most of us do whenever an update comes and backup the savegame and then TEST to see what works and what not and wait in the meantime for fixes in the modding community. For me that worked pretty much.. So i hope you still got a backup somewhere. Wish you best of luck.
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Keep in mind that such a mod manager would have to do a bit more than just adding and removing stuff from gamedata. Craft files would have to be edited/disabled. The persistence file is another big problem if you have modded parts on already saved crafts those flights will be cancelled.. So, as nice as the current mod managers are.. i dont think that anyone will come up with THE one click solution that just works.
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I really like that new hex-grid overlay, it totally improves Kethane and i'd love if the Devs would ask your permission to use it on future releases for their resource implementation.. but one thing that i just noticed makes me wonder if it is a bug or feature: Should the main menu show up the hexagrid on Kerbin?
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"Most of the ship is stock parts, though I did use the B9 aerospace for the cockpit and engines, plus KW rocketry for the fuel, plus the Kerbal Attachment System for future ease of refueling, and quantum struts for more stable connections." ...so.. would you mind renaming the thread to ModCraft please? Stock is only stock if stockparts are used and ONLY stockparts..
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I think that this lies beyond the scope of what modders AND squad can do. From what i know Unity can only have ONE rendering window at a time. So your best chance would be, like 6677 mentioned, to use software to mirror your screens output... but i cant think of a mixed UI/NonUI system that could work with unity as it is today. Sorry