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Everything posted by Trollsama
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I am sooo ready for Spaceplanes now. ERREYTHING GETTING WINGS
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out of curiosity, are suggestions/ideas welcomed and if so where would one ideally leave them. There is 1 (minor i would think) thing i feel would really complete this save system overhaul but i dont want to be "that guy" that just kicks down the door shouting how he expects this new feature by yesterday
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So Random question, The mod is posted on CKAN as well. Im curious if it will continue to be maintained on CKAN under new ownership or if CKAN support will be dropped.. I ask because I tend to check for updates out of CKAN and not the forums themselves. (i found out about new management out of fluke TBH lol) unless the mod in question isnt listed on CKAN in the first place.
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is it possible to disable the blinking approach light feature. i like the idea of it but personally was looking just for the quality of life perks form the automated lights. and if not, If i edit the config o have just a blank space as the moris code message would that functionally do the same thing?
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i too am wondering what these are for. I did not see anything explaining these in any documentation, and a search of this thread turns up absolutely nothing (aside from the quoted question)
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i'm so incredibly thankful the community is rebuilding a new "kerbstuff"....I can not express my gratitude enough both to everyone involved in starting Kerbal stuff, as well as all the people that are actively working to replace it. I honestly think having to use curse for my modding would be the end of me playing KSP.... Curse is probably one of the single worst hosting sites i have been unfortunate enough to have to interact with and i have delt with more of them then i like to admit. when KSP first partnered with them i ended up dropping the game for several months because i simply could not find the willpower to suffer through curse for more than a single mod or 2. (i run generally between 20-50 at an given time.... after 1500 hours, stock doesn't cut it ) and discovering Kerbal Stuff was what ended up getting be back into the game. DISCLAIMER: While i disagree (and oh how i disagree) about Curse being a good option for mod hosting, I still have the utmost respect for Squad. One (arguably, and opinion based) mistake could never overshadow all of the amazing work they have done I dont want anyone to think im talking smack on Squad, KSP, or the dev team with this post. its more of a "sharing my feelings" with fellow members of the community as we all mourn the loss of what inevitably became a core aspect of the modding community.:(
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[1.0.x] BatteryIndicator (2015-02-09)
Trollsama replied to pizzaoverhead's topic in KSP1 Mod Releases
O.o I don't get it. Apparently i have been away from the forums too long lol. What is the issue with CKAN? It still credits authors, links directly to them, it just simplifies the process for everyone else? seems like a win win to me? EDIT: Actually just PM me. Best to not hijack the thread with this -
[1.0.x] BatteryIndicator (2015-02-09)
Trollsama replied to pizzaoverhead's topic in KSP1 Mod Releases
any chance we will see this hosted on Kerbal Stuff in the future? I was going to add this wonderful mod to the CKAN repository, But I got no clue what im doing and im not sure if you even can via the current hosts. anyways just curious if that was something we may see in the future -
perhaps make the EVA transmit cut into quality a little bit as well. I mean were getting into the "telephone" game at that point Jeb: Ok im here. Bob: what do you see? Jeb: Well, its small. its round, its light, and it smells sweet. Bob: ok i will let HQ know, Bill did you catch that? Transmit home will ya? Bill: BoomBus to HQ, Jeb reached the spot, by the things that look like hills but steeper on Eve, he said he found some light chocolate marbles. HQ: ok, we will pas this on to the science guys. *yelling in the background*(HAY GUYS, BILL SAID JEB SAID EVE IS MADE OF DIET CHOCOLATE)
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Abort.... >.> The confidence of the person utilizing that feature must be as broken as the last 10 launch attempts they made. "Allright kid, so we dont want you to ride the rocket to space, too dangerous. Just get in there, turn on the lights and RCS system, light a fire under your [REDACTED], and then get outa there using the emergency eject system" Joking aside, its a really simple, small mod. but sometimes, its the little things that make the biggest difference. Thanks for the contribution to the community, I can see this mod making its way into my core.
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The Eve Rocks Challenge (v0.90 only)
Trollsama replied to Laie's topic in KSP1 Challenges & Mission ideas
Wait.... so the rules of the challenge only apply to the landing itself? I can use chutes for the return home aspect of the mission and still have it count as "Jeb" difficulty? >.> I have been doing far more work than i needed to lol -
The Eve Rocks Challenge (v0.90 only)
Trollsama replied to Laie's topic in KSP1 Challenges & Mission ideas
The feels tho.... I have invested faaaar too long into this mission, and started over like a dozen times now.... To be fair tho i am kinda making things harder than they need to be for myself (Going right for "Jeb" difficulty mission first go, With the added challenge of restricting myself to a single launch) To be completely honest, The biggest issue i am having right now is with my ship flipping over in Eves atmosphere.... Im not sure if its actually from stock, or if its being caused by Addon Controller not shutting down N.E.A.R. Properly.... because its acting a lot like what i would expect from NEAR/ FAR. If i can get past that issue, I think i am just about ready to fly the mission. If i was less stubborn i could defiantly do tier 1, and tier 2, probably tier 3 as well with what i have right now. But go big or go home -
So has anyone else had issues with NEAR not shutting off when turned off in Addon Controller? It is working like a dream for every other mod, But NEAR just doesn't want to go away.... Im just wondering if i am having a stupid and missed a secondary addon that ties into NEAR or if there is legitimately an issue here Thanks.
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I will toss it on my game and see if my computer explodes. will report back.... who knows, perhaps everything will be fine with 0.25 EDIT: So i have been messing around with the parts for quite a while now, and everything seems to be working fine. im not sure what the "behind the curtain" activity is like but it all looks to be working as intended. With that noted, <3 Crawler so good!
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I considered making a post about this but i chose not to as there were a lot of similar but not quite the same posts floating around I agree completely tho, this would be nice to have. I hate not knowing for sure if the part i think im testing is the part i am actually testing. I have logged WAY too many hours in this game and i still do not have every part memorized
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I did find it kind of weird they used 2 different styles between them. im sure there was some kind of logic behind it like making it easy to differentiate the 2 but who knows lol. Having both use the same style would eliminate essentially all of the issues i have with it tho as you noted. visually im not sure how appealing it would be tho. i may play around in photoshop some more at some point, trying out different options and suggestions to see what kind of layouts work better. the one i used was really quick and messy. I can already see a few things that could drastically improve it but i didn't feel like going back to make the changes earlier
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You must be new to Alpha/Beta early access games. Based off what you have said thus far that is likely a good thing. KSP is one of the smoothest running Alpha/Beta games i have ever played. (most of my games are Alpha/Beta) There is going to be bugs, sometimes, there will be more bugs than others. sometimes there will be less. Making a thread to complain about it fixes literally 0 of them. if you are finding a frequent bug. here are the "do's": Go to the bug report section and see if there are other common reports. > > If not, Post a detailed thread explaining what happens, and how to reproduce it, attach a bug report and save file where possible. > > if there is a thread in progress, look to see if there is anything you can add. And here are the "Do Not's": See OP. I will defend the team, yes. you are after-all, getting upset that there Alpha/Beta game that YOU purchased, knowing it was unfinished, is unfinished, and has some of the common issues found in Alpha/Beta games. AKA Bugs. And just because i defend them, does not mean i have no expectations of them.... it just means I can differentiate between a finished product, and a WIP. and have chosen to keep that in mind during interactions with the community and developers.
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(First let me note, if this is too long for you, I have added a TL;DR for you at the bottom.) I have been playing quite a bit of First Contract and overall it has been a good experience. it has added a lot of new elements to the game to really help change things up a bit... But alas as is expected in new releases, there are a few things that kinda bug me. Most of them have been mentioned already in other posts, there is 1 thing i have not seen anywhere else yet tho. and that is: This is messy, chaotic and not user friendly: Now With that stated, let me explain why i feel that way: "Current funds" and "Cost" are not aligned The numbers are hard to read (no digit group separator) The "Cost" has a decimal place, where as the "Current Funds" does not. Font and size differ largely between the 2 numbers. First and foremost the biggest issue is the lack of digit group separators of some kind. with smaller values like 2100 and 3450 its no big deal. but when you are working with numbers like 1577387 it becomes a huge strain trying to read it. that is why its standard practice to use Digit Group separators on any number larger than 4 digits, Especially with finance/economics. but a close second is the fact that the cost numbers are not aligned with, and have smaller spacing's than the current funds. one of the first things you learn in math is how to show your work. and the first rule you learn for showing work is alignment of the decimal place. [table=width: 500, align: left] [tr] [td]You Never See This:[/td] [td]You Would See This:[/td] [/tr] [tr] [td]100.31[/td] [td]000100.31[/td] [/tr] [tr] [td]12.56[/td] [td]000012.56[/td] [/tr] [tr] [td]61254.03[/td] [td].6,1254.03[/td] [/tr] [/table] This is again, for ease of reading, and comparison. Comparing the 3 numbers in Group B is much much easier to do with the alignment on the decimals. The next issue is the decimal place. Why show us 1/10th of a Dollar in costs, but neglect anything less than 1 dollar in your funds. If we round to the nearest dollar for our bank, then our costs should do the same. else we are not seeing our full balance as the decimal place is hidden from us. in any case both the costs and the balance should follow the same rounding rules and show the same number of digits. To better explain what i mean, I spent a few minutes in Photoshop making a quick representation of what I feel it should properly look like: This Is Clean And Easy to Read: Do note, that it was a quick toss-together in Photoshop meant only to illustrate a point. that using the same space, you can provide a much cleaner UI. Notice how The cost value is now shown with digit group separation (,) as well as having the digits aligned with the current funds.( ones over ones, thousands over thousands) making it easy to read how much you are spending, but also easy to compare that spending with your current funds. In this example I added the decimal point to the current funds, But since there is nothing in the game that costs you less than 1, realistically it should just be removed from both numbers. You will also notice that the Dials showing your current funds are no longer just 1 long bar, but are actually 3 pairs of 3 each. (more digit group separation ) Its not perfect, as the bottom bar seems a bit crowded now (i did separate digits AND add in a 9th digit to the bars original 8 ) but it would be reasonably easy to fix with a little effort, considering how little time it took me to make the improvements i have thus far. Hopefully, somewhere along the lines, Squad will take these points to heart, and be it next update, or 10 updates from now, will fix this messy setup. Thanks for reading my wall of text, gimme your feedback below, im interested to see how the rest of the community feels about this. but alas, from this point on will be for the too lazy to read group . . . TL;DR: The Numbers are not shown in a way that make having them all that helpful, They lack some basic Mathematical formatting such as digit Separation, and Value Alignment(AKA Decimal alignment). With some minor changes, The UI could become drastically more user friendly(See Below), and easy to read/compare. I hope these changes will be made at some-point in the future.
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Ski-jump ramp for runway
Trollsama replied to pheeph's topic in KSP1 Suggestions & Development Discussion
Since the post was necro'd already, I feel it is important something of value is added to the conversation. so for your entertainment i give you: Some interesting facts related to the topic. --------------------------------------------------- Kerbins equatorial circumference is 3,770 km Earths equatorial circumference is 40,030 km thats about 10% scale (as expected) Kerbins runway is 1.8 Km long. at 10% Scale, that's 18km in Earth terms.... The Largest Runway on the planet[1] is found at Changdu Bangda Airport (Seen Here) And measures in at 5.5 km that is less than 1/3rd the length of the Runway found at KSC at scale. A 5km Runway at KSC would be in earth terms, 50km long. Long enough to reach downtown Watertown New York, from the shore of Kingston Ontario And if made wide enough would be visible from orbit. 1) That i could find records of. There may be perhaps secret military runways longer. But nothing on public record -
As much as i don't like to replay to posts that are pages back, it was addressed to me and i was at work I Am mostly just looking for transparency. Asi stated i dont think he was aiming to hide some secret little script to steals ur infos in some diabolical plant to take over KSP. It was, in reality just an oversight or poor decision that led to this mess. I am perfectly ok with the collection of said information, I just wish there would be some prompt to tell you before hand. so like the first time you install a mod that contains it, A window pops up during launch to just be like "hay, just letting you know im here, and if you want to know more about me, or how to make me go away there is a whole wack of information for you if you go here" I am far from a developer, I couldnt tell you what the best way to get to that kind of end goal would be. I have just barely enough experience in code to put together some if, or, repeats, and functions in Lua. so i will be the first to admit i have no idea what that means on the development side. But what i do know is the Developer is well up to the task, he is quite talented in what he does and the magic he can work with a keyboard. TL;DR: I know a fix will be coming, and i trust the Developer enough to believe it was just an oversight that he is now, really wishing he had not missed I dont really care how it is fixed, I will just be happy knowing the issue is resolved