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Everything posted by stibbons
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[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
stibbons replied to Galileo's topic in KSP1 Mod Releases
Love your work, thanks. Minor nit, the SVE_Textures link in the "To Install" section of OP still points to the 1.0.4 release. -
Tiny things I like about 1.4.1 / Making History: I track my save folder in git, and 1.4.1 is the first release that didn't complain about the .git folder being an incompatible save. Yay! Tiny things I don't like about 1.4.1 / Making History: The ASCII art in the Making History readme is longer than 80 characters?! Literally unplayable.
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With apologies for the long delay - KSP 1.4 dropped without warning the day before I went away for a short holiday, and I had to do a lot of work getting my build server functional again. But I've just uploaded version 1.2.3 of Kerbal Simpit, which has been built for KSP 1.4.0. The CKAN robot should pick it up shortly. Build server is working again, so I promise an update for 1.4.1 will be much faster.
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CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
stibbons replied to politas's topic in KSP1 Mod Releases
You definitely do. See the large headline at the top of OP. Download the latest release, and just copy it over the old one. Refer to the https://github.com/KSP-CKAN/CKAN/wiki/User-guide for full installation docs. -
Sorry, I've only just now saw this. Life has been busy, and I haven't had much time for working on side projects. But with the 1.4 drop I'll be doing a little work getting this updated. Will look closer at your problem soon. Would you wind sharing a little of the code you're using?
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Is Making History Coming To Consoles (Enhanced Edition)?
stibbons replied to Tetchy Sketchy's topic in KSP1 Discussion
There hasn't yet been any official announcements. Enhanced Edition is based on KSP 1.2.2, while Making History will require the KSP 1.4 version that was released for PC today. If I had to bet on it I'd say, yes, the DLC will be ported to console, but not for a little while - there'll probably be another patch release for the current EE, then work will start updating it for 1.4, and that update plus DLC will appear around the same time. Probably? There is one. Apparently you can access it by- 8 replies
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Win what? What are you hoping to achieve with a negative review? What rights are you losing with the new EULA that you had before?
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The EULA doesn't apply to the forums.
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"incorporated in" could indeed apply to mods, sure. This is not relevant, though. So that means there's no given stance on mods. OK cool.
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You're not quoting the whole clause. From http://www.take2games.com/eula/ That applies to content created in-game, such as videos and missions made using the Making History mission builder. I fail to see how it applies to code written outside of The Software. Where in the current EULA does it state that?
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Per which part of the original agreement, precisely?
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1.4 is a prerequisite for Making History, so we can expect it either same day or slightly before. Don't think there's been a huge announcement about the 1.4 release date, but it's been confirmed:
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A four year necro is impressive work.
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I missed the space, but the thought of what would happen if $d ended up being parsed to a blank space gave me chills.
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There's a few options: A USB keyboard. You can go a long way by gutting a cheap keyboard and connecting your own switches and thing to the key pads. A Leonardo class Arduino compatible. Either get a Leonardo board, or one of the clones like a Pro Micro from SparkFun. This is the bare minimum; these boards can easily emulate a USB HID device. Arduino Uno and Mega can not without some hard work. Teensy. Much more powerful controllers - more inputs, faster clock speed. The most recent even have an FPU, they're great for doing complex floating point math with telemetry from the game. They're popular with the DIY mechanical keyboard crowd. Not as much as you might think. My controller uses KSPSerialIO with an 80ms refresh, equivalent to 12.5fps. I've never noticed any latency between hitting an actuator and the game recognising it.
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There's a very large disconnect between acknowledging the existence of something, and describing in detail how to use it. If you disagree, talk to a lot of people. Maybe you could start with the folk who originally implemented the code used for the console KSP cheat menu. They were proving you wrong in the cheat code for Gradius in 1985. Spoiler.
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Because of this: The development team have explicitly said that they want players to figure it out. It seems only reasonable to hide it from casual spoilerage. EDIT: I'm happy to admit that the clues in there may be hard work, especially for gamer generations newer than mine. But surely we can do better than just spelling it out. Can't we at least drop some more hints for them to google?
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Spoiler tags please?
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Switching mods in and out at runtime sounds like a really hairy problem. You can probably show/hide parts from the build menus and tech tree at will. But I've never seen a way to dynamically enable or disable addons. It sounds to me like something that (at least right now) would require a separate dynamic loader that mod makers would need to add code to their addons to support. As for managing multiple separate GameData folders and smoothly switching between them between game runs, have a look at Game Data Switcher:
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This is what it comes down to. The Arduino Wire library is synchronous, and has a 32 byte message limit. My build receives a data packet from the game, and relays that to a few slave microcontrollers over I2C. I was only able to do that by writing my own I2C library based on the Atmel TWI application notes.
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Build a small one-seater vessel, put Jeb in it, and park it next to the KSC? You can justify it as leaving a marker so other missions can find the space centre when they're returning home. He's doing very important work in his tiny tin can out there!
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Around Sydney, huntsman spiders with leg spans in the 6"-8" range are pretty common. I'm happy to let them lurk in the corners of my lounge room, they're great for keeping down other pests. But yeah, bedroom interlopers get The Spray and/or The Bootheel.
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If the flight scene is leaking memory, that's a separate issue. Yes, there is.
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Except there is. As already discussed in this thread, the rigid body calculations required to update a vessel's position are huge, computationally expensive and inherently linear. Your GPU setup is completely irrelevant, it comes down to single core CPU performance. Improving performance won't come from a new engine, but a new branch of mathematics.