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Ruedii

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Everything posted by Ruedii

  1. Unless you cover more than 10% of the earth with solar panels, you aren't going to have much of an impact at all. Considering that less than 1% is needed to meet the power needs of humans, I doubt this would happen. A typical localized snowstorm or a cloudy day in an area has more impact on climate.
  2. For the four way light it may be easiest just to lock all four lights to mirror their colors off of the first one, hiding the additional tweak-ables.
  3. Sounds good. I presume the tweaking to the improved emissives is quick enough that updating the version-checker file would be a waste of time. I know they added light sources to the engine heat-glow and particle emissives. That can make some mods look not-up-to-par on the new version if they modify these at all.
  4. Has this been tested yet with 1.0.5? I can't imagine anything breaking. May be some heat balance issues due to the new system, but nothing game-breaking.
  5. Is there any way you could get the texture assets converted to DDS in the next point release? Just wishful thinking.
  6. I'd like to see it as ModuleWheelTweak as part of stock plus. I really like the wheel grip multiplier.
  7. Presuming this works with 1.0.5 can we get the version file CKAN reads updated so it will install easily?
  8. Anyone try this out on 1.0.5 yet? There were some changes that may affect some parts. Most parts should be fully compatible, although parts may need corrections for heating balance issues due to heating changes (default heat flow behavior has changed a tad allowing them to lower the maximum heat on most parts.) A few new part related features are also available (new fuel flow controls on tanks/engines, enhanced heat options) however nothing that would cause compatibility issues not to add.
  9. Oh, could you add a function to auto-mark the objects selected to be background as transparent in screenshots (whether or not the greenscreen is enabled). Additionally, when in RGBA transparency, the RGB should show the greenscreen color if greenscreen is on, and the hidden part of the scene if greenscreen is off. You also should be able to set what is covered by the greenscreen instead of using just a fixed distance. (For instance celestial bodies, skyboxes, additional ships, ships over a specified distance, KSC buildings, etc.)
  10. This reminds me that the old style parts are available as a parts pack. They probably need to be reworked a bit to to be balanced for the new physics changes, but it would be cool to add a category with just the legacy parts for the mod.
  11. My favorite crazy thing to do is to try to see how fast I buzz the tower. (I've gone almost hypersonic.) One particular fun thing to do is to push a plane so fast it explodes from air friction heat.
  12. You say this supports every mod. Does that include procedural ones? (I do have an idea for a trick to support unknown procedural mods, but it's a little tricky. It involves running the appropriate mod binary routines in a mono runtime environment set up specifically for the task. I have an outline of the theory but implementing it is beyond my skill level.)
  13. Lack has figured out a way to treat the stock textures as texture atlases for use on his parts. You might want to look at his notes on how this is done.
  14. I've been considering helping some of the mods switch over to DDS. I am looking for some good DDS texture compression tools for Linux and I am having trouble finding them. I can output to uncompressed DDS files using a wide variety of Linux tools, but I can't seem to find a good compressor program. While uncompressed textures are pretty and all, they do sort of inflate the memory footprint of a mod, and increase it's fill rate requirement. I'd much rather make them pre-compressed when the compression doesn't interfere with visuals too much. AMD's compression tools are all for Windows only, although I'm going to see if there is a Linux version included with their big SDK. I haven't been able to find any Open Source ones, likely because of the patented nature of the S3TC algorithm, and the fact that nobody wants one that can just use the newer compression formats that are not patented, and certainly nobody wants to use the S2TC compression algorithm version that sacrifices quality to avoid the S3TC patents.
  15. Wheels use the Phsyx wheel module, which is far from accurate in it's wheel handling. You can read more about it on various web sites, however, it basically treats wheels like skiis or snowmobile treads, instead of actually treating them like wheels. Furthermore collisions use the PhysX collision model. Force is calculated nicely, but there is no lithobreaking model to speak of, specifically ground is infinately hard and doesn't give way at all. Any difference in breaking parts on landing has more to do with impact angle changing the impact force, not just the raw speed of the craft. However, landing in anything but water is no different than any other surface other than the angle of the surface.
  16. The last ship launched is auto-saved under "Auto-saved ship" You can check if it is still there. However, an auto-ship saver mod, and a ship extractor mods are two mods you might want to suggest.
  17. BD has released a small crawler, but I think you want a big one.
  18. I don't mean to pester, but lots of us would like this plugin updated to work again. We all know Serbian is very busy with his other mods, so he can take his time.
  19. A few requested parts: In-Line Fuel Cell Cluster In-Line 3.75m battery Striped X200-16 and X200-8 equivalent tanks Also, thanks for the incredible parts pack. This and RLA_Stockalike are the two best parts packs for conventional rockets.
  20. I'm really glad to see how the 1.0.x update is coming along. There is only one deal-breaker left (price and mass fixes).
  21. I'd like to see a Futurama style Kerbin flag! And no, it's not so I can let my pet hermit crab eat it.
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