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Ruedii

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Everything posted by Ruedii

  1. Do you think you could use KSPAPIExtensions or FireSpitter Texture switch to handle the texture switching (and possibly the fuel content switching) in order to reduce the number of parts this mod creates?
  2. Is there a way we could make this apply immediately? It would be not just great for balance runs but downright incredible if it could do that! Additional feature request is if when loaded during game-play it shows where on the curve your craft is.
  3. Is there a way you could have these installed by module manager as not to disrupt the stock install?
  4. I found how to fix the issue with some of the engines showing up under fuel tanks. I filed an issue on the GitHub page with instructions on how to fix it. Here is the issue: https://github.com/snjo/Firespitter/issues/125 Now, I finished a patch for the issue. Here's the pull request on GitHub: https://github.com/snjo/Firespitter/pull/126
  5. As a note, now that we have ultra-high-precision barometers on the latest probes and high resolution multi-spectral cameras, we have found that almost every planetoid in our solar system actually have trace atmospheres, even though most of them are incredibly thin, wispy and very uneven. Also, the entire solar system has a very trace atmosphere of low-density solar plasma that is spewed from the sun. This too is in measurable density, and not just in waves of solar winds like we thought. Hence, the word "vacuum" best describes space, not "void" because there are is trace atmospheric pressure, it is just too low to be measured by all but the most precision instruments.
  6. Why RAPIER engines do wierd things is likely that to KSP they are two engines, not one. As of how to fix it, I recommend detecting which of the two engines are active somehow and using the active engine's fuels, or simply setting up a case override that shows liquid fuel, intake air and oxidizer at all times. (Sorry no C# jive on how to do this, maybe someone else could chip in using this info.)
  7. Your parents need to relax a little. Computers these days have so many fail safes it's incredible. Besides, my parents let me do all sorts of experimental stuff on my computer when I was a teenager. This was even back before computers had all the fail safes. The way they saw it, doing so was educational. (The educational argument works very well.)
  8. Thanks for the test release. Are you going to eventually convert the textures to DDS? DDS is usually preferable to MBM on KSP now.
  9. I found a slight bug by launching it from the terminal. CKAN.EXE seems to spam this error to stdout 15 times on closing: exception inside UnhandledException handler: Cannot call Invoke or BeginInvoke on a control until the window handle is created If it is relevant, I'm using the version of Mono that ships with Ubuntu 14.04. I can get specific version info (and a link to the info on the exact patch set) if you want me to.
  10. Any chance you could package your SpacePlane+ extensions as separate?
  11. Thank you very much. This will be invaluable if I get into modding. Could you rig it up to convert the unity attributes to Miscellaneous EXIF tags (or RDF tags in XML formats) and visa versa in order to preserve them through editing, even across saves? Could you make a function for GIMP to export pre-compressed DDS files using AMD's utilities as well?
  12. I know this is a silly minute request, but I realized we have no special icon for CKAN. Maybe we should crowdsource one. Since the Mono/.Net PE packages support integrating additional objects, such as icon, we could included it with the exe and make a small routine for it to extract it to the directory for people making shortcuts to the program. It might be a good idea for it to also autocreate shortcuts and add them to application menus for the detected OS. (Win32/Win64, Linux and compatibles, OS X.)
  13. Lack has developed a method for using existing Squad textures in place. You may want to look into that.
  14. I also recall hearing that it also needs a serious balance pass. On another note, does anyone want me to package a portable pack of Busybox-Static for Windows or ZSH-Static for Windows and a small batch wrapper to handle the shell script for converting old craft files. I know that many elite geeks have full GNU-Utils installed systemwide on any Windows computer they use, but not everyone is even capable of installing something like that.
  15. How exactly does the FPS Limiter work. There are several methods to limit fps, some of which have more impact on active-run performance as well as GPU power consumption. Another thing, is to switch windowed mode and reduce the rendered resolution when in the background. As far as the game is concerned there is no difference in simulation between rendering to 720x1280 from rendering 1080x1920. However, from a side of GPU consumption there is a major difference. This provides a decent thumbnail for the window managing system (Aero on Windows, Aqua on OS X and the Compositor on Linux) while further reducing graphic consumption. One could also turn off Antialiasing and aniso filtering because nobody will notice that they are missing. If one really wanted to tinker in settings, one could reduce the quality of the mip-mapping bias when in this mode as well. This would even further reduce GPU consumption. However, it would also add unnecessary bulk to the mod that might not be worth it. Another mod I'd like to see is overburn functionality to engines. This would allow LFO Rocket engines to run at 200% power, at the cost of overheating if kept on, and a possible loss of efficiency. This is an actual functionality put into real world engines. Finally, is there a way you could replace the GUI heat gauge on parts with a simple heat warning, that is a small icon that flashes over the part when the heat gauge would almost be full. If the heat gauge could be put in the right click menu instead, that would also be a nice mini tool.
  16. Might I suggest dividing the Yacht superstructure into two halves The top one is 3 Kerbal a command module, that can function by itself for a smaller yacht, the second is a 6 Kerbal luxury crew cabin that can be attached underneath to make mega-yachts for wealthy CEOs like Jeb when they aren't flying rockets. You could even throw in a third bottom 12 kerbal layer for those really big giga-yachts. And of course, we can't forget the deck chairs (basically a stylized command chair with no control function to attach your extra kerbals in so they aren't on EVA when they are around the deck) and the hot tubs (same as the deck chairs but with bubbles!)
  17. Could you get a Pre-Release out for those of us who aren't afraid to have our craft designs break when you change something, so we can see your efforts in action and provide real play-testing feedback on your balance? You probably should release it in a separate thread under "developers" downloadable from GitHub or DropBox and not release it to CKAN, KerbalStuff, or Curses, so you don't get players who don't read the warning that it is under rapid development, isn't fully balanced, and changes could break their craft designs, or even their save files.
  18. You might want to get a description and links to the "Initial Contracts" up in the first post. Also, you may want to release some more contract subsets for those who only want some of the expanded contracts.
  19. Thanks, on working on that version, I was about to remind you. I know, version files are a pain. I wish Squad would make a standard that barring unforeseen consequences of their changes all version increments that will likely cause incomparability with a known popular mod or known common mod type will not be point releases. (So 1.1 instead of 1.0.5 if the next release would cause bugs in known mods.) That way we don't have to worry about point releases breaking mods.
  20. Would it be possible make a standalone version of this? (I know you'd have to switch out widgets or compile it with Unity.)
  21. It looks like you have the wrong engine in the first stage. Of course there will be an explosion if you ignite the top rocket in that configuration. That's working properly.
  22. I suspect that the issue is that part heat tolerance is based on core heat not affected at all by surface heat. Parts should have separate heat tolerances for surface heat and core heat.
  23. Nice work. You should look at Lack's notes on how to use stock texture remaps for your exterior textures. That would save you memory footprint, and avail yourself to all the nice KSP stock textures.
  24. I like this idea. However, couldn't this run on Ore and Electricity? Also, could you make a design that is more space-base friendly?
  25. I would really like to see an option to "Dock" this into the stock toolbar. Basically, have a button you click that will pull out the toolbar, then click it again to hide it.
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