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Everything posted by tetryds
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Found what?
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Legal, quantos kerbals ela leva?
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
tetryds replied to ferram4's topic in KSP1 Mod Releases
Instead if answering I suggest that you try it yourself using the graphs- 14,073 replies
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It means that it's a memory leak and will painfully bleed your server to it's death. There are better ways to phrase it but I guess this one is accurate, haha. What I mean is that you should avoid reverting at all unless you are the only one in the server, and make sure you timewarp past the time you rolled back whenever possible, then relog. It can cause issues as general server instability, friends not loading, sync issues and it can possibly be the cause of asteroid duplication, and duplicated asteroids don't get deleted.
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
tetryds replied to BahamutoD's topic in KSP1 Mod Development
Guys, topic. Btw, BahamutoD, what are the features you plan to add on the next updates? -
Dever não deve nenhum, mas eu começaria pelo Improved Chase Cam, FAR e os visuais.
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Sonda Mijor I ( Meu Primeiro pouso de precisão)
tetryds replied to CaliBoy's topic in Portuguese (Português)
Parabéns pelo pouso de precisão! A sonda é muito bonita. -
Maxmaps Talking some MP
tetryds replied to B787_300's topic in KSP1 Suggestions & Development Discussion
I think that you should try it, you can find server IPs on technicalfool's signature. IIRC private vessels are being worked on, so for now yes they can just fly it, but it will not be possible after it's implemented. If someone is piloting it already you go on spectator mode. -
Maxmaps Talking some MP
tetryds replied to B787_300's topic in KSP1 Suggestions & Development Discussion
Because its surprisingly simple, it's so simple and super intuitive that you don't need any guides for it, you will see the timewarp buttons working and a sync button showing up when there is someone in the future, that is all. I really hope you try it before pointing out any issue whatsoever, becuse many of them have simpler solutions than you imagine, or aren't real issues at all. Ping is not a big issue, no, if the other player is not piloting the station it's running on your computer, totally client. Jitter is a bit of an issue on vessel positioning, but not ping lag, you only get a bit of delay on the vessels movements, that is all. Up to the point where a 180ms connection runs super smoothly if the internet connection is solid. I hope that you try it before taking your conclusions next time, what is so good about DMP is that it just works. The game breaking bugs and glitches have been fixed since a long time, it's perfect for science/sandbox mode right now, apart from some minor issues (always disable revert/quicksave, as godarklight said, going back in time is not good, hehe). -
Haha, boa.
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Maxmaps Talking some MP
tetryds replied to B787_300's topic in KSP1 Suggestions & Development Discussion
I have reasons to believe you did not ever try DMP, it works very well, very far from being ridiculous. So yes, it is a thing, it was proven to work and lots of people (including myself and some other moderators) play with it quite often. About space race, there are several ways to handle timewarp other than personal subspaces, DMP already has a bunch of them, what you are asking for is FORCE, LOWEST, VOTE or maybe even NONE (for kerbin only stuff) mode, which maintain everybody at the same time frame. Also, there is no reason for warp drive mods to not work with it, as pretty much any mod I tried worked flawlessly so far, you can play whatever you want at will. Maybe even RO works with it, you would just have weird stuff happening if you allowed someone to login without it. But asking for sci-fi stuff on the stock game just specifically to let people go to other planets on multiplayer and avoid trouble with a better timewarp management is something that I heavily doubt to have a chance to happen. I assume that KSP MP will be an improved version of DMP, as there are no core features that are flawed or completely broken, the issues start only when you try to play on a career mode or some other things that DMP barely has any control of. So I expect at least one of these non subspace modes (likely the VOTE one) to be on the official KSP MP. -
Vixe, ainda não se sabe se a update vai funcionar bem com FAR ou não, uma coisa é desativar todos os cálculos de aerodinâmica, outra é setar tudo pra zero como o FAR faz agora. A diferença é que setando tudo pra zero mas fazendo os cálculos mesmo assim faria o FAR lagar muito. Sobre o overlay, as ferramentas de GUI do FAR já tem tudo isso, é só aprender a usar elas. Quando eu fizer os tutoriais vai ficar fácil entender, pras funcionalidades básicas não é complicado não. Espero que o aero dessa update seja bom o suficiente pros vÃÂdeos servirem pra ambos
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Existe um time de testers que tem acesso antecipado às update, na época dos experimentais, pra dar feedback em bugs e balanço no gameplay. Youtubers relativamente conhecidos que fazem vÃÂdeos sobre o KSP também tem acesso antecipado para terem vÃÂdeos prontos sobre a update brevemente antes do lançamento.
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Esse tipo de discussão não vai levar em lugar nenhum, a adição de kerbals femininas é uma feature certa, você ainda vai poder contratar e usar quais astronautas quiser pro seu programa espacial igual a como você faz agora, a diferença é que irá ter a opção de kerbonautas femininas. Não quero mais ver esse tipo de discussão aqui no fórum, se você não gostar basta não contratá-las pro seu programa espacial e pronto. Pra mim, contratarei quem achar que eu devo contratar, nenhum kerbal nunca morreu e nunca vai morrer no meu programa espacial independente do sexo.
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[0.90]NEAR: A Simpler Aerodynamics Model v1.3.1 12/16/14
tetryds replied to ferram4's topic in KSP1 Mod Releases
3300m/s-ish to get to orbit, less than FAR. I don't think that is wrong at all, the part is creating a lot of drag. If you are using mechjeb why not use the version that has it inside the probes without requiring any additional parts? You can also put some wings on the bottom. -
SQUAD nunca divulgou nenhuma data de lançamento, e eu duvido que agora seja diferente, então teremos uma data de lançamento no momento em que lançar
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Teremos um oficial quando sair a update, tipo esse: http://forum.kerbalspaceprogram.com/threads/103034-KSP-0-90-Beta-Than-Ever-Grand-Discussion-Thread%21
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
tetryds replied to ferram4's topic in KSP1 Mod Releases
About stacking wing parts, no they don't generate more lift on FAR, nor on NEAR (it got fixed on NEAR not long ago). @Van Disaster: nice design. You should try using leading edges to increase pitch authority, it's not like they break laws of physics or anything, they are just faster and stronger than real life. Make sure you place them in front of your COM too. (Well, I lied, but you can still use them normally) Mach 0.4 on takeoff is fine if your plane is made of lead- 14,073 replies
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Obrigado pela tradução, Brendo! Acredito que ainda falta bastante pro KSP se tornar 1.0, mas as atualizações vão continuar, então tudo bem. Só sei que a partir daào pessoal vai cair matando em cima de bugs, então espero que arrumem todos, senão vai ser uma coisa muito ruim pra reputação do game e da SQUAD. Lembrando que teremos um tópico oficial sobre o update, com uma tradução oficial, FAQ, etc.
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Maxmaps Talking some MP
tetryds replied to B787_300's topic in KSP1 Suggestions & Development Discussion
On DMP, if you allow anything, the player with mod parts that the other does not have can see the other but is invisible, simple as that. Plugins are client side, so for example a player using FAR and stock parts will just fly faster. I believe that KSP MP will be simmilar, if not it will just check if your mods match what the server requests/allows (there are modes for that on DMP too). -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
tetryds replied to BahamutoD's topic in KSP1 Mod Development
Welcome back! I would recommend fixing the space on the bomb config files as a top priority, then update it and go to other stuff, as the mod already works on 0.90. About the guns, last time I checked every possible combination worked when activated using action groups. You could also enable both by right clicking them. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
tetryds replied to ferram4's topic in KSP1 Mod Releases
@tempsgk: swept wings have so many pros to them that it does not make any sense to not use them. Assuming that the person who told you that is sane, s/he could have mentioned NEAR, then there is no such thing as mach effects there, not that it does not model the wings properly. @ksc123: true, it was a bit weird that any plane I built could always reach mach5 at 18km, and I like to build low altitude fighters. Now there is a new niche to be explored.- 14,073 replies
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Então acho que esse daqui é mais simples: http://forum.kerbalspaceprogram.com/threads/24646