-
Posts
1,245 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by OrbitusII
-
Let me see... I've got 0.23, two installs of 0.24 for my normal mods and then any crazy ones, as well as two installs of 0.25 for normal mods and crazy mods. And those 5 are just on my Windows hard drive! I've got more on my Linux and Mac installs, so probably around 10 installs of KSP stretching back to at least 0.22. Verdict: 3 installs is not wierd. If anything, it's average or below.
-
Looks like above 1000 posts (maybe to 1250) is Senior Rocket Scientist, though my title is usually different. Also, 0-5 posts is Curious George, or at least it was when I joined. I'll go check. Edit: check that, below a certain number of posts it looks like there is no title. That lower limit is probably 5, like I said before.
-
For coding I will recommend MonoDevelop (and I see you already grabbed it!). I have OS X myself but I've never messed with XCode so I can't say whether or not it supports C#. Honestly I've never had to figure it out since I've always used MonoDevelop. Great piece of software.
-
Yeah. While responses often can be simple and short, the 10char requirement is a nice way to at least try to get people to think their responses through. Heck, I'll go back and edit even my short posts 2 or 3 times because I'm not satisfied with how I said something! Still, it would be nice to be able to remove it for Forum Games alone, since a lot of those games don't need more than 10 characters for a completely valid response.
-
[0.90] Kerbin Shuttle Orbiter System v4.13
OrbitusII replied to helldiver's topic in KSP1 Mod Releases
A full mod list would be appreciated, I had this problem myself but I don't remember what I did to solve it. Make sure all the plugins are up to date (esp. Firespitter, since the version bundled with the KSO isn't completely up to date) I think it may be an issue with HotRockets because for some reason that plugin has been problematic for KSO in 0.25. Cool. I know ATM has been somewhat troublesome recently so I'm glad and not too surprised that fixed it. -
[0.90] Kerbin Shuttle Orbiter System v4.13
OrbitusII replied to helldiver's topic in KSP1 Mod Releases
Do you have a mod list? It would be good to know what you've got, even if it didn't crash your game before the update. I personally use Texture Replacer instead of ATM, it has its own texture compression and I think it may be a bit better (in addition to doing texture replacement stuff, like the skybox). Also, any logs from the crash reports would be nice to have. -
[0.90] Kerbin Shuttle Orbiter System v4.13
OrbitusII replied to helldiver's topic in KSP1 Mod Releases
No idea where it's from, but I spot the Saturn V's first stage (relabeled as the "Omega 5"). What that means is anyone's guess. If you guys want it, you'll have to work on it since Helldiver and I are working on other things for a while. That stuff should be getting more attention after December 19, which will definitely restrict what time is available for other things. -
"Array index is out of range" means that something is trying to access an element of some array of items but the element doesn't exist. For example, I have an array of all integers from 0 to 14 (while the array is 15 items long, 15 is not included). If I try to access element 20, it'll tell me that the index is out of range because the array doesn't include the number 20. Depending on where the error is in the plugin, it can either be an issue to ignore or it could be something very bad. You might as well ignore it unless you wrote the plugin yourself or have the ability to edit it. Unless you notice significant operational errors, it's only a very minor slip on the plugin author's part.
-
[0.90] Kerbin Shuttle Orbiter System v4.13
OrbitusII replied to helldiver's topic in KSP1 Mod Releases
Actually, this mod is updated to work with 0.25. The problem (as has been pointed out before) is probably KSP running out of memory that it can use for the 32-bit version (NOTE: we don't really support the 64-bit version of KSP because of how unstable it is). However, we can't determine the full problem unless you post crash reports and error logs. When KSP crashes (assuming that is what happens) it will tell you where it placed the crash reports, usually in a folder named by date and time next to the KSP executable. If you can post those via a service like PasteBin we can take a look at that to figure out the problem for sure. As for using KSOS with other mods, somehow I've managed to get it working with a bunch of other stuff. My method involves the OpenGL execution flags and a couple other things (I think). I'll try to figure out what I did to get it working with as many mods as I have and I'll post that info whenever I can. -
You Jelly? (AKA: I Have Better Stuff Than You)
OrbitusII replied to Lhathron the Elf's topic in Forum Games!
My legs are sore. You jelly? -
Porting KSP to Unity 5
OrbitusII replied to W1ntermute's topic in KSP1 Suggestions & Development Discussion
Indeed. U5 is not yet released (heck, they're still working on 4.6, U5 isn't scheduled for release until sometime next year) but once it is they'll definitely work on the upgrade, especially to take advantage of the new version of PhysX. As of now, U5 is still in beta. -
A post after 17 days isn't considered a Necro, fortunately. Only new posts in threads who haven't received one for at least 3 months are considered necros. When a Necro happens, the mods come in fairly quickly and then what goes down looks kinda like this: Except the necro'ed thread is locked instead of just shoved back wherever it was before. There is indeed an updated version of the mod out on the forums. Lo-fi, who posted on the previous page, is the guy maintaining and updating that stuff (which also has a lot of other cool features!)
-
any parts like this already?
OrbitusII replied to trekkie_'s topic in KSP1 Modelling and Texturing Discussion
Definitely. I think either HGR or Ven's revamp has some triangular structural panels, though. I'll check tonight when I'm off of work. -
I have no idea what this guy is trying to sell, say, or explain. He mentions "magrav" technology, but I think I lost brain cells listening to his explanation. This is basically what I got out of that video: "Oh look, some guy did some physics, another guy did some mathematics, and a third guy did something with torque and Einstein. Guess what all of these mean. That's right, some mystical technology that will blow away everything else! It's basically magic, but those three very loosely related people and their research proves that it's actually science, especially because Einstein is involved!" Terrible attempt to sell something that A) doesn't exist, hasn't been explained or in all likelihood hasn't even been theorized, and C) is probably too good to be true, even if there were theories about it. Honestly, an actual salesman could sell me 200 kilos of lard better than this guy can sell this myth (I wouldn't buy the lard anyhow, but I'd at least consider it). This is of course overlooking how unprofessional his presentation was. Putting together multiple takes of him saying hello for the intro? "Bigass beard" and "like a boss?" I can't take him seriously.
-
I'd let you handle the calculations and underlying maths. I've got a fair bit of experience with Unity and coding for it so I would handle the translation into C# as well as the porting to Mac/Linux/Web versions if we were to work on something like that. Actually, a spreadsheet on docs would work very well. I'd recommend doing that for the ease of use.
-
Amazing job! I can only imagine how tough it must have been to get everything figured out as accurately as we saw here. Rep coming your way, master of the VAB.
-
It might be a good idea to make a web-based version, if possible, that way people on multiple OSes can use it. If you use Unity and C# you'll have to assemble a GUI but can definitely port to multiple platforms. Heck, that might be a nice small project for me to tackle right now. My schedule will open up next semester so I'll use that time to work on other things. Let me know if you want to work on something like that, PatPL.
-
Indeed. The only rules I know by heart are licensing for mods and anti-necro. I'll read the rules from time to time but I don't pay attention to them. It would definitely be a good idea to get some sort of anti-necro system though. Until something like that is implemented, however (assuming it is indeed implemented) I'll keep my eyes out for necros and I'll report them straightaway, as I have been doing.
-
[0.90] Kerbin Shuttle Orbiter System v4.13
OrbitusII replied to helldiver's topic in KSP1 Mod Releases
What we've figured out is that the wheels are silly. Try turning them around until they work correctly and then take note of the markings on the insides. They all have little arrows or something similar that indicate which way is up, but they don't always work. -
Should RemoteTech be in final version of game?
OrbitusII replied to Tux's topic in KSP1 Suggestions & Development Discussion
Perhaps as a difficulty option. I'd hate to have to deal with a satellite control network in Sandbox. It would give me something to do, but it would also be almost excessively tedious. -
"Eye-ess-pee" since it's the name of a variable. Kinda like Keq (pronounced "kay-ee-q") in chemistry, except Isp is rocket science (which does involve some chemistry) and is calculated very differently for a hugely different purpose.
-
[0.90] Kerbin Shuttle Orbiter System v4.13
OrbitusII replied to helldiver's topic in KSP1 Mod Releases
I'd recommend using the precision controls. It decreases your acceleration pretty significantly, making slowing down a little harder, but it does improve your rotation control. One thing that is pretty useful when loading a lot of mods is forcing KSP to run with OpenGL drivers, which reduces the RAM used by textures and whatnot (AFAIK, I'm not familiar with the mechanics). Ordinarily KSP crashes with all the mods I have installed, but using the OpenGL drivers fixes that. This isn't really necessary when running 64-bit KSP, but for the much more stable and playable 32-bit, it lets you use a lot more mods. Here's the forum thread with instructions for Windows. -
If you have the right visual mods it's actually not too performance-intensive, but your computer definitely needs to be fairly recent and/or equipped with some decent hardware. I'm running an Intel Pentium G2020 and a GeForce GT630 since that's all I could afford when I built my computer and I still get shots like this: KSP isn't super detailed like CoD or Battlefield games are now, so even the relatively weak hardware1 I have can handle it pretty well. Naturally there's a limit to what I can do, but I run a minimum of 30FPS even on max texture and terrain quality. If I get up close to some of the KerbinSide buildings I'll lose some frames, but it's still playable. 1Don't get me wrong, they're great little guys for the cost, but I'll definitely try to get an i5 and a GTX 970 whenever I have the money to do so. My hardware isn't super low-end, but I'd definitely enjoy increased performance.
-
Need your own thread moved or locked? Post here.
OrbitusII replied to Rich's topic in Kerbal Network
Necro of destiny: http://forum.kerbalspaceprogram.com/threads/11574-i-hope-KSP-looks-like-this-one-day