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TMS

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Everything posted by TMS

  1. To be honest, 90% of KSP contracts are equivalent to those cruddy 'fetch' quests in Skyrim. I'm not sure how many contracts I'd have left after filtering them...
  2. There's a post by Harv on his very topic somewhere. It pretty much says 'doable, but too much work and too low priority'. Something to do with external lighting.
  3. My crashes usually occur when testing plane designs and moving repeatedly between the SPH and the runway.
  4. Hmmmm... Oh dear, not liking the body shape or textures at all. They kinda look like the old C7 parts??? I can't see me using them, sorry.
  5. Many of the games that have switched to unity 5 have had to adapt to the way it handles light differently and, in some cases, reworked assets to take better advantage of it. I don't see a graphics update occuring until U5 is implemented.
  6. Very relevant video that I always link in these discussions. For the record, KSP has average graphics but, more importantly, it has a confused aesthetic that is the result of different artists contributing at different stages of development. KSP probably needs a period of aesthetic harmonisation, to get everything up to a singular colour palette and style. Watch it...
  7. It'd be useful if the new fairings had some way of supporting engine clusters. We can hope.
  8. I generally agree with this. Mission planning should be done in 'blocks' and easily-understood units.
  9. After building small-medium SSTOs, I've set myself the challenge of building an SSTO that can haul a full orange tank to 125km and return empty, without any significant movement in CoL:CoM. Second attempt is effective, but seems to have an errant control surface that pulls it to the left. Most annoying.
  10. There were mods for docking before Squad implemented them. Point being, that the game has always been open to modders and it was inevitable that those modders would fill gaps in the base game at a faster pace than the game's development. Criticising Squad for being unoriginal for the implementation of similar features (or integration of mods directly) is therefor a little unfair. I do agree, however, that it's a shame that so much time has been invested in developing a very grindy set of game mechanics for career.
  11. Try getting something like that to work reliably under vB4. Agree though. Can't understand why there isn't an official medium that's consistently used. From a PR perspective, it'd be easier to manage and create more buzz.
  12. I'm sure the leak is associated with changing scenes from the VAB. When building large crafts, I have about 8-10 chances to test and revert before CTD occurs.
  13. For me, if life support is to be meaningful, it needs to have consequences. Specifically, death, rather than how the snacks mod uses reputational damage. However, if it's to be introduced with consequences, the game needs to support mission planning in a far clearer way. It's not immediately obvious to the end user how long a voyage to Duna will take, nor how long they'll need to wait for a return window to open up, nor how long it'll take to get back. Consequently, it's difficult to know how much life support one will need. Of course, you could make the same argument about the game's current handling of delta-v and fuel. Given that SQUAD advocates players existing in an information vacuum and grinding out success by experimentation, it doesn't bode well for a meaningful life support system with planning available to the end-user.
  14. Yeah, sorry, should have explained that better. I'm not sure if the buttons are active on the information screen. The info screen could probably do with an explanatory text.
  15. Took me a while to figure that out, too. The info window basically shows you what the buttons on the DPAI do (cycle targets and reference points)..
  16. Oh, how people used to whinge back in 0.20 (or whenever the pre-optimisation update was) when the loading screens were delayed by a few seconds. It grinds after a while. On topic: unity 5 will basically create a lot of frustrated players when they realise that it doesn't cure teh kancer.
  17. Using: DPAI RC4 RPM 0.18.3 MOARdV's RPM 0.19 patch: http://forum.kerbalspaceprogram.com/threads/57603-0-25-RasterPropMonitor-putting-the-A-in-your-IVA-%28v0-18-3%29-8-Oct?p=1610931&viewfull=1#post1610931 Mk2 Cockpit edits for RPM: http://www./download/12ud82caadrehws/SPPMk2_RPMIVA.zip Been docking and redocking for over two hours without incident. Worst. Beta-tester. Ever. I notice MOARdV's posted an updated patch, which I'll download and trial. IVA-only docking went well:
  18. This mod is perfect. The GUI is clean and uncluttered. Please don't put key bindings onto the indicator. They simply aren't needed. However, having thrust vectors represented as a small arrow (or dot) off the prograde indicator might be unobtrusive enough. Still haven't got around to playing KSP and testing the beta with RPM. Hope to have a crack at it tomorrow.
  19. Ah ha! Great little mod. On a par with the default throttle mod.
  20. Concentrate on making the existing planets less... bare? Adding more empty, featureless planets holds no real enticement for me.
  21. Oh, wow... You solved the IVA navball reference issue? Looks like RPM is going on the download list, too. This looks amazing, Navy. I may attempt my first IVA docking.
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