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KSP2 Release Notes
Everything posted by electronicfox
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So now I have some good news, and some good(er) news. Good news: 6.forty has made some great progress on the new plugin. Most of the features are there, but not all (The most notable being the suspension). Good(er) news: I am now looking for some testers. There are however some minor preferences for testing, so read those before you apply. --You must understand that you cannot become a tester simply for the sake of getting the new plugin early (thats right, only the plugin is new. You'll be testing with the older tracks). --Understand that these are not complete, they are completely unbalanced and do not have some of the functions yet. --If you can prove yourself to be a reputable tester, please do so (This would include any references/links etc). --You should know how to edit cfg's. --Your mission is to break these things. Fly them, crash them, make huge monsters with them, throw them at Jool, feed them to the space kraken. --report any (undocumented) bugs you find, to me. I'll then pass them to 6.forty if theyre plugin related, and to myself if theyre visual. You'll get a thanks in the release thread (and maybe a virtual cookie). If you wanna be a tester, message me here on the forums. Keep in mind though that testing positions are very limited (keeping it a low number).
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Singularity Research Initiative - dev thread
electronicfox replied to Daemoria's topic in KSP1 Mod Development
Not to mention that you can often find a decent cpu/ram/motherboard bundle at pretty good prices if you do wanna completely update your hardware. -
Singularity Research Initiative - dev thread
electronicfox replied to Daemoria's topic in KSP1 Mod Development
Your RAM looks like itd be the limiting factor here. RAM is pretty cheap these days and very easy to install. I actually have no idea if virtual memory really makes any positive difference, I've never used it. The mod isnt finished, but if it will replace most/all stock parts, it will likely use a good chunk of that RAM. I think if you can run the existing larger mod packs, you should be ok with this one. -
Blender does indeed work on Linux. If memory serves (I only used it briefly many years ago, I stick to Maya nowadays) it has quite the learning curve. Just stick at it though, and you'll see just how fun 3D modelling can be.
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Singularity Research Initiative - dev thread
electronicfox replied to Daemoria's topic in KSP1 Mod Development
Even with 64-bit, it'd still be good practice to keep a low polycount as possible, while maintaining details that cannot be baked well into a normal map. Its also not so much a limit to creativity, as it is a different challenge in creativity (finding ways to keep nice forms with low polycounts can be quite fun). Also remember that not everyone who would want to use this mod would also use 64-bit, it seems a tad sad to limit the people who can use these parts in any decent count to only those with 64-bit machines. I'd also think around 7k is a good tri count for a detailed engine, but it would be good to dial it back to around 3-5k. Get rid of any unseen surfaces, and Stubbles had mentioned a good few edge loops that can be removed. -
I'm always open to helping someone out, but it has to be for something amazingly awesome. Something that makes me thing, "Awww ****, I wish I thought of that, daaaamn working on that would be so amazing!" But you havent revealed anything about your idea.
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Great to see you guys looking forward to all this! I'll let you know now then that the plugin side is coming along well, 6.forty is doing a great job with that. It should also be fully compatible with the older tracks, so when the plugin is ready for a release I will pack that up with the older tracks first, and separately with the crawler/mobile platform set. Then after the new tracks are completed, and their new parts (there will be new parts coming too, mostly adapters and structural parts. I'm also making some rocker-bogie systems, because theyre just missing from KSP altogether for some reason). When a new pack is released, I will rename the thread accordingly.