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Everything posted by TMS
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SpaceX Orbcom OG2 Try number 3, INCL Landing attempt
TMS replied to B787_300's topic in Science & Spaceflight
Yep, the launch itself was very picturesque. Looked almost surrealist. -
Sad to see what's been happening with this group over the last month. With the relationship between the two founders disintegrating, leading to von Bengtson departing earlier in the year and joining Mars One (really???) and Madsen leaving last month to pursue his own rocketry company, the acrimony and bitterness on the Ingenioeren forums is quite something to behold. Best of luck for all parties. Ad Astra?
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I notice in the 0.24 preview video that the GUI in the VAB and SPH has changed. Hoping that this won't cause too much problems for this much-loved mod.
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Kerbal Stuff, an open-source Space Port replacement
TMS replied to SirCmpwn's topic in KSP1 Mods Discussions
Ah, yeah. Thanks for that. -
Kerbal Stuff, an open-source Space Port replacement
TMS replied to SirCmpwn's topic in KSP1 Mods Discussions
Not sure if you're aware of it, but the stats page hasn't been working for a few days. -
A short open letter to the MOD community of KSP
TMS replied to smart013's topic in KSP1 Mods Discussions
You can add Majiir to that list as well. The development he pushed having taken on Kethane (the map overlays in particular) are pro standard. Mihara's work with RasterPropMonitor kinda blows me away as well, especially when combined with the ALCOR pod. The mod community really takes the game to another level. I like to think that it's a byproduct of a game that appeals to the cerebral and creative! -
Yep, life support resources are like any other resource.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
TMS replied to rbray89's topic in KSP1 Mod Releases
Are you doing this for the eventual release of EVE 8 or is this a rework for 7.3? Looks great as ever, btw. -
[1.02] KW Rocketry v2.7 Available - 1.02 Compatibility! - 16/05/2015
TMS replied to Kickasskyle's topic in KSP1 Mod Releases
I've struggled with that initially. I find the fairings work if (after placing the base) you start with the cone, making sure to attach the outermost node on the cone. Then apply the lower parts of the fairing to the cone. -
What will happen if the 1st SLS fails...
TMS replied to xenomorph555's topic in Science & Spaceflight
Depends if X-Factor is running. Otherwise, it'll be regarded as a vindication of the ideology underpinning the Commercial Space Launch Act. -
Is there a way to preserve special debris?
TMS replied to SpacedInvader's topic in KSP1 Gameplay Questions and Tutorials
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Kerbal Stuff, an open-source Space Port replacement
TMS replied to SirCmpwn's topic in KSP1 Mods Discussions
Great work on the redesign. Using a muted background, rather than ksp/mod-specific images is a lot easier on the eye. I also like the angular style. Overall, the site works very well and I can see that a lot of thought has gone into making it easy to use. You indicate that you're at the point of tweaking the site, so perhaps this is the time for some minor, OCD-driven feedback? Apologies if I have missed anything or not understood functionality. I'll break this into discrete chunks... Registration process: Would it be worth permitting other social media account names to be added? I'm thinking mostly Reddit, given the strength of the KSP community over there. I love the fact that you set profiles as private by default and that one has to elect to be made public. Good decision. I note that this is a one-way process and that you're up-front about that fact. Also good. I assume that this is because of database dependencies, but it might be worth (at some point) explaining why it's a one-way process (with a clickable tooltip or something). End-user experience: When hovering over the mod's main picture, the layered text boxes fade out to reveal the full picture beneath. This is neat trick, but it took me a while to understand what was happening (and why) due to the delay in fading. You have transition-delay set to 1s, any chance you can shorten that delay? 0.2s gives enough time for the mouse to move around normally without it fading in and out constantly, but is quick enough to be responsive. On a mod's specific page, you have the mod's name and snappy description in a box to the left of page, with the "download latest version" button set within it positioned bottom-right. I'm finding that this button sometimes occludes the mod description, such as: Minor point, but it might be worth enforcing a requirement to use images that are at least a certain size for the background image. I know that you'll want this to remove as many barriers to entry as possible and that enforcement = offputting, but smaller images make your carefully crafted text boxes on the right-hand side look kludgy - even more so on smaller screen sizes where the image intersects with the box edges. See: I would expect slider images to open in another tab when clicked on. On the browse mods page, when scrolling the page down, the images associated with each mod stay static. So when a mod is at the top of the page, the part of the picture shown will be different to when the mod is at the bottom of the page. It's difficult to explain. Best way is to scroll the page with your cursor over the grey background at the sides, so that your cursor doesn't interfere with the slide transition. It's an interesting visual effect (kinda like looking through a window), but not certain if intentional or not. Mod upload process: Above the license field, it would be nice to have a link to a page (external?) that listed common types of license. You could even link to Majiir's guide, if necessary. Although many of the bigger and more experienced mod creators will already know their license options inside out, many of the smaller/opportunistic modders will not and it could result in a lot of blank entries over time (or did you make this a mandatory field?). When completing fields and uploads, the screens don't explicitly tell you that you'll be able to edit or add to fields later on. On uploading images, only 1 of the 4 I uploaded displayed a thumbnail to confirm successful upload (although all successfully displayed on the mod's unpublished page). The other three displayed 'unloaded' image placeholders (on latest Chrome, Win 8.1): Unless you're intending to provide the ability for the end-user to define (post-upload) in what order those images will be shown on the slider, it might be worth stating that the order of upload will be the order of display. Mod maintenance: Is it possible to upload older versions of a mod at a later date, but have them ordered 'correctly' on the versions/changelog? For example, if I upload v2 of a mod, can I later upload v1 for nostalgic reasons and not have that notify everyone of a new release? Does the system understand that when I type "1" into the version field, that it comes before "2"? This was covered in the Majiir thread as a desirable feature. If it possible to upload older versions at a later date, I'd also like to be able to edit the changelog text - in particular, the default value that was assigned to the first upload: "The first version of "&{modname}. On a similar note, shouldn't we be able to edit the KSP Version number, post-publication? Not all mods will require a new version publishing every time KSP gets patched. Further to this, I can't see a way of deleting a given mod version. Perhaps there's a need for a "manage version" section where some of this could be handled? My ancient, prehistoric approach to user interface still feels it would be preferable to have a confirmation dialogue when deleting images. I managed to delete two images through stray clicks and thinking I could view them in full size from the "Edit Media" screen. I know, I know, it says "click to delete" above it... but, y'know, some of us are dumb. I know that might look like a list of niggles and gripes, but I honestly think you're onto a winner here. Hope to see it successful. -
Haha! At least the release trailer is already done.
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Yeah, "First Contract" is an excellent suggestion. Everyone will get the reference, and it's totally relevant. Take heed, silver tongued PR guys!
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A warning about editing the crew list in your persistent file
TMS replied to Dave Kerbin's topic in KSP1 Discussion
RandomCrew does this. Regex's notes make interesting reading. -
I managed to not give KSP Interstellar another (third) attempt.
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What would happen if Kerbal Space Program was sold to EA?
TMS replied to pauldbk99's topic in Forum Games!
Orbital gas station DLC. -
While we're at it, a stock version of this has been needed for some time.
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Question about aerobraking.
TMS replied to TheScareCake!'s topic in KSP1 Gameplay Questions and Tutorials
Use this: http://alterbaron.github.io/ksp_aerocalc/ Wait until you enter Duna's SOI and then enter your current orbital parameters into the appropriate fields. The most important field is your orbital velocity. Your desired apoapsis will be something like 3,200,000m to match Ike's orbit. The calculator will probably suggest an aerobraking periapsis somewhere in the region of 13-14km. -
Usually happens to me when I apply some sort of funky symmetry-within-symmetry. Usually ends up with me starting from scratch.
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Stop vessel rotating when using RCS translation?
TMS replied to dryer_lint's topic in KSP1 Gameplay Questions and Tutorials
I always wonder why people give the advice about having one ring of RCS at the CoM. That advice was roughly correct prior to 0.21's SAS tweak, but it's been largely rendered moot after successive SAS recoding. As has already been mentioned, engaging SAS will adjust each RCS port's thrust proportionately to their distance from the CoM, giving a 'levelled' amount of directional force. It can't fix absurd leverage in huge ships, but it will handle most situations, and particularly movements in CoM due to fuel usage. Best advice is to place RCS rings at the furthest points of your vessel, engage SAS, and let it do it's work. Stick a reaction wheel on there if the vessel doesn't have enough control authority. For larger and more unbalanced crafts, it's also worth tapping the RCS controls, giving the vessel's SAS the necessary time to torque back into position. As also mentioned, fine control can also help. -
I suck at landing on duna
TMS replied to Rocketscience101's topic in KSP1 Gameplay Questions and Tutorials
You can actually go at 50x timewarp over an SOI boundary. Anything above that is where the errors get magnified. -
What should be worked on after .24?
TMS replied to skyace65's topic in KSP1 Suggestions & Development Discussion
lol... what seems to be your boggle?