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OrbitusII

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Everything posted by OrbitusII

  1. And thank God that there are! I can't imagine what it would be like if KSP was developed similar to Minecraft... Squad might not be doing a perfect job, but I'll be darned if they haven't done a phenomenal job up to this point.
  2. Exactly. There's so much to do in KSP that playing simply to occupy yourself is hardly playing at all. Play the game because it's fun, not because you want to experience the current version in as much detail as possible because the next one will bring massive changes and make everything you know about the game obsolete (which isn't going to happen) KSP is a patient game. Sure, you can do things quickly, but going too quickly ruins the experience. I've been playing since 0.16 or 0.17 and I still haven't taken Kerbals to Duna. LKO has a lot that you can do, even in Sandbox mode. Also going to address some of Francois' ideas: Already stock, but it's terribly unstable on Windows. From what I know, Squad has been in contact with Unity Technologies (guys who make the Unity engine) to try and figure out a solution to the 64-bit instabilities, but no solutions have been found yet. Part fusing would be kinda nice, but there are already pieces of software that you can use to make your own parts: things like Blender, 3DS Max, Sketchup, Maya, then texture using Gimp, Photoshop, or even paint.net! Chuck it all into Unity and export with the part tools the devs have been so kind to provide et voila! I don't personally like the idea of part fusing because it would take away from one of KSP's major features: simulating individual parts rather than the rocket as a singular rigidbody. It would basically remove the need to design your rockets to be sturdy. Now this... oh yes, this... Planet editing needs to be a thing. At the very least we need to be able to add more buildings to Kerbin. I'm well aware of mods like PlanetFactory and Kerbtown, but having even a little bit of this functionality would be awesome.
  3. Let's find out! *jumps into washing machine* Do you believe? I really hope so...
  4. 57. When people stop believing. Aaaaand now I feel really depressed because of that... What are they no longer believing in? Why did they stop believing at all? These are the questions that keep me up at night... 58. Orbit doesn't go to sleep.
  5. The way I see it, interstellar and intergalactic gases would only cause appreciable drag if you were legitimately going faster than light by accelerating, something that I can't see happening. Ever. Using something like an Alcubierre Drive would basically eliminate the interstellar drag issue because you're technically going slower than light, at least in your little spacetime bubble.
  6. No, it still goes into GameData. The manual is severely outdated (just like everything else, sadly...) and so it might not get everything right.
  7. Still busy. I need to work on homework today so the soonest I can work on more stuff is tomorrow. I think my work schedule is locked in for now so I just need to get into the groove of things before I can start allocating time to this.
  8. Press "N" when in the object view in Blender, expand the "Shading" section of the window that shows up, and check the box that says "Backface Culling." That will show you if faces are not oriented correctly. After that, just select all faces in edit mode and do ctrl+N (I think) to recalculate all faces to be oriented the same way. If there are still faces that need to be flipped, select those ones, go into the Shading/UVs tab on the left side of the object window and click on the button that says "Flip Direction" to make the faces flip.
  9. Insta-reputation for you, Ven! I wouldn't be at all surprised if we saw some of your stuff in 0.26. Straight into my GameData folder with you! Edit: Oh. My. Freaking. Yes. Stock stuff without this mod looks like crap.
  10. Congrats on release! I'll check it out sometime in the next week because school keeps me busy...
  11. So I definitely want an update to Kerbtown... Just today it completely broke for me in 0.24 as well as 0.23, where it was stable previously. In both versions the addon instantiates but stops right there, not loading anything ever. It's not as big of a deal in 0.23, but 0.24 is a terrible loss. I'm very confused because I haven't done anything that should have broken it. I suspect it doesn't like something about my airport (because the issues began when I installed that) but it still makes no sense why... Edit: Turns out that it was indeed my airport causing havoc in 0.23, but 0.24 is still broken even without the airport. Testing more stuff now. Edit 2: Looks like the most recent update to your fork is completely broken in 0.24.2, medsouz. Might wanna look into what could be causing it. Edit 3: Check that, issue still persists when I have my runway installed. It says Kerbin City loaded right... Man am I sick of using this outdated thing... Edit 4: And Kerbtown is out of all GameData folders for good. Not dealing with it until it is completely, 100% rewritten. Off to do homework now.
  12. Ooh, lovely. I'll check them out this afternoon, I'd love to be able to use other launch sites again, especially considering the new airport I've been working on in my spare time. Sketchup and Blender together are fantastic tools for this sort of thing.
  13. I hadn't given you rep for this before now, so take it and continue to do great things. This is fantastic.
  14. 1) Getting one of those Hullcams to work is just a matter of setting up the config file correctly. Take a look at the configs for the cameras included with RPM and try to reverse-engineer it for the Hullcams. 2) I know the new update for B9 Aerospace has those, but I'm not sure if they're a part of RPM or Firespitter or something else entirely.
  15. I've gotta say that your texture bundle for Kerbin City is fantastic, Nothke! I've been working on my own little airport thing and none of the textures I had before looked good. I switch over to the ones here and everything is awesome! Kinda based off of the Kerbin City airport but would be located elsewhere on Kerbin (think opposite side of the planet).
  16. Still trying to work on it, I have a full schedule so what time I don't spend in class or at work is usually spent relaxing and doing nothing. I'll try to work on it some tomorrow since Tuesdays and Thrusdays are a lot more open for me.
  17. Totally. I'm stuck with 18 cred-hours of classes plus a fair amount of work-study to do, so I can sympathize. Get those exams and stuff all done and then finish KC.
  18. While Kerbtown does work for getting other locations set up, I haven't had any luck in launching from KT launch sites in 0.24.2. Kinda puts a damper on using it...
  19. I'd love to see you get it working, I've wanted to make my own launch sites and airports (kinda like Kerbin City's) but Kerbtown's lack of updates has really put a damper on that.
  20. Oh, XKCD, you never cease to amuse. I'm looking forward to learning some orbital mechanics in more detail during my next 5 years in college, but surely I already know enough from playing KSP.
  21. Undocking is between two docking ports and only works if a docking port is connected to another docking port, whereas decoupling a docking port works similarly to a traditional decoupler and will forcibly detach from virtually anything. It shouldn't matter which one you use if you're connecting docking ports, but if you attach something else to a docking port you'll only have the "Decouple Node" option.
  22. Quick forum tip, take the last part of the album url and put that in the [/noparse]Images can be done with the [/noparse] In any case, your cargo chopper looks really cool! Good job on getting it working!
  23. That's based primarily off of position of the camera relative to the vessel, its velocity, and the atmospheric density. It's very similar to what Chris proposed in the OP but a little simpler than what would need to be done for this.
  24. This might be more practical to do when KSP is switched to Unity 5 and we have access to the audio controls. Unity currently does have 3D sounds, but they won't take anything around them in the world into account (except in a few cases) unless you code it in yourself. I'd love to see if someone could get this working, it would make the game feel a lot better.
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