-
Posts
544 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by r4m0n
-
MechJeb 2.5 for KSP 1.0 released! It has a bunch of updates, but the 1.0 compatibility fixes are the most important right now. Things that are currently quite broken: Landing predictions on planets with atmospheres. I've done the best I could to make it at least land on them, but expect to be quite off target. Spaceplane guidance: it's too unstable right now to handle most landings, though it still can keep a heading well enough to be usable. Expect a revision release soonâ„¢ with more work on that. Pretty much anything done in vacuum should be fine, report any issues on those.
-
We're currently thinking of $10 for the Kickstarter (which gets you in the Steam Early Access release + DRM free version when the game is done), then $15 during the Early Access phase (Steam only) and finally $20 after release. Paying more to get access earlier sounds silly, we're giving people a more buggy experience and getting free beta testers, you guys deserve to pay less for that
-
The Official Kerbin Cup Tournament Thread - Final Entries Posted
r4m0n replied to Rowsdower's topic in KSP1 Discussion
Didn't get any action shots, as the moment of getting it upright is pretty intense. I think by the last one only took 2~3 tries, but it was a learning process the proper balance of fuel in the "leg" area, and patience with the thrust, which needs to be just enough to get it starting tipping, and then some more bursts to stop it shaking to pieces when it comes back. I'll see if I still have a save with one ready to lift, if I do I'll try making a short video. -
New star shader on the game scene, currently working on integrating the galaxy and system generators for a fully flyable microverse :-) EDIT: And the integration is done! This galaxy has 4K+ stars, and each one can be visited now. Things are running fast enough we can increase the number of stars in the galaxy considerably if we need to.
-
The Official Kerbin Cup Tournament Thread - Final Entries Posted
r4m0n replied to Rowsdower's topic in KSP1 Discussion
Cowards, running away from a mere 3k parts rocket But seriously, a challenge that highlights the bugs of the game wouldn't be too much conductive to an official event like this. I've built stuff this big before, and I know it likes to explode the physics even before having to deal with docking nodes and claws... Also, doing long missions where you are stuck in slow motion for the whole duration due to the part count isn't very fun. (I'm the designated driver for my team, this challenge took a LONG time to get done) -
The Official Kerbin Cup Tournament Thread - Final Entries Posted
r4m0n replied to Rowsdower's topic in KSP1 Discussion
I've had my share of bugs, mostly the floaty undock, though my console was flooded with nullrefs all the way through. Didn't get any save-corruption though, and I've noticed that if the floaty bug happens, at least here, I can save (at the bugged state) and load again, then try undocking again (it apparently doesn't actually undock in the floaty state) and it works then. -
The Official Kerbin Cup Tournament Thread - Final Entries Posted
r4m0n replied to Rowsdower's topic in KSP1 Discussion
I am unable to do things the easy way, so I'm looking forward for the other entries :-) As for the claw decouple+float bug, I've come across it a few times, and I think it happens when you release the root node before you release all the joint-only ones. You can't really tell which is which, so I suggest just reloading and trying in a different order. -
The Official Kerbin Cup Tournament Thread - Final Entries Posted
r4m0n replied to Rowsdower's topic in KSP1 Discussion
Yes, it's hard. Yes, you stumble on bugs every step of the way. But I'm having a blast assembling this using stock only. It'll probably take another day to get it fully assembled and ready to launch, mostly because the number of parts of the rocket + assembly equipment means I'm running on slow motion all the way through. I'm OK with the deadline as-is, but I'm not opposed to an extension, considering we have the 4th coming up and all that. -
[0.23.5] TreeLoader - Custom Career Tech-tree Loader 1.1.5
r4m0n replied to r4m0n's topic in KSP1 Mod Releases
I'll put a version up on Curse, sorry for leaving it unsupported for a while. Anyone with any issues with it on 0.23.5? -
This is a small utility that uses the Unity Editor's AnimationCurve edition interface to edit FloatCurve values for use in KSP PartModules (Engine efficiency curves, for example). How to use: Download this unitypackage Create a new Unity project or use an old one Go to Assets -> Import Package -> Custom Package... and select the file Import all the contents (it's a single file) A new KSP menu will appear (if you already don't have it) after you click anywhere in the menu bar, go to it and select the Curve Editor ??? Profit! You can edit the information in any of the areas (Unity editor, text boxes or text area), and the others will update. Whenever you are done, just copy the contents of the text area to your part.cfg file. You can also paste a copy of your curve from a part.cfg to start editing. Let me know of any problems or suggestions for improvement. And above all, have fun
- 16 replies
-
- 10
-
The Official Kerbin Cup Tournament Thread - Final Entries Posted
r4m0n replied to Rowsdower's topic in KSP1 Discussion
A suggesting regarding having too many teams, mainly for Rowsdower I guess: Why not let all teams/solo players compete on the first week? If I understood correctly, next weekend we will have the first vote, and one team out of the 4 would be eliminated. Why not just do that with all teams and keep the top 3 for each team (Forum/Reddit)? -
Kerbin Cup Unofficial Team Entries - On hold
r4m0n replied to HafCoJoe's topic in KSP1 Challenges & Mission ideas
The deadline for team submissions to Rowsdower is in just over 5h, I think that if we want to do any voting on teams else than letting he choose the 4 himself, we need to start voting soon. -
The Official Kerbin Cup Tournament Thread - Final Entries Posted
r4m0n replied to Rowsdower's topic in KSP1 Discussion
There really isn't a number for that. The best way I can see this working is whoever wants to play to form teams, then we battle it out until there's only 4 left on each side. It would be a lot easier with Squad oversight, though. -
The Official Kerbin Cup Tournament Thread - Final Entries Posted
r4m0n replied to Rowsdower's topic in KSP1 Discussion
Volunteering our team here: The Crotchety Old Modders Members: ferram4 Majiir NathanKell r4m0n We're enlisting as a Forum team, but I would also ask for the addition of the IRC community as its own team. We're a small community, but I think we also deserve a place of recognition -
Version 2.2 properly released for KSP 0.23.5 :-) Changes: 0.23.5 related fixes Native Blizzy78 Toolbar Support ( with default icon set from hab136 for now ) Reworked Docking AutoPilot Install and Compatibility checker (you get a popup if something is not right) use RCS as thruster if RCS is active and engine are stopped New Rover Autopilot by BloodyRain2k with waypoints and a lot of features Maneuver mode to adjust Semi-Major Axis and LAN Selectable Celestial Body for Delta V stats while in the Editor Improved turn handling by HoneyFox Improved Landing AP Dummy part in the R&D screen to show when new features are unlocked Various fix and improvement.
-
It's FAR past time we "introduced" ourselves Sorry for not being around lately, but with SotS and other jobs going on, I hadn't much time to maintain my mods and keep involved in the community, but I'll try to still help around now and then. I'm currently responsible for the Bullet integration in Unity we are going to use (which we'll place in the Asset Store for other people to use when it's complete enough) and for the Voxel engine we are creating for SotS too. We don't have clearly defined roles, so I'll probably end up doing a lot of random stuff after the big systems are in place. It's nice to see the reception of the dev news here, and I hope we can get something for you guys to play with soonish, maybe a physics rover test room so you can have a bit of fun breaking stuff like we do
-
[0.23.5] TreeLoader - Custom Career Tech-tree Loader 1.1.5
r4m0n replied to r4m0n's topic in KSP1 Mod Releases
I've released a new version of TreeLoader with a fix for some nodes not properly loading. If you have any nodes floating ahead on the tree, it's probably a good idea to update :-) I'll be adding a "description" field to the trees so we can get at least some extra way to describe the trees, but it would be nice if we could have a tree preview somewhere. Any ideas how we could show the tree contents without making it unreadable? -
Decided to re-release my first (joke) part, now that it can actually be used for something: Download here License: CC BY-SA 3.0
-
[0.23.5] TreeLoader - Custom Career Tech-tree Loader 1.1.5
r4m0n replied to r4m0n's topic in KSP1 Mod Releases
When parts get added to the tree after you unlocked a node, you need to go back into the R&D building and "buy" the part. Just click on it in the list to the right, you will see the new ones aren't flat like the unlocked ones.