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KSP2 Release Notes
Everything posted by stibbons
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Oh. This release is only about the console version of KSP. There hasn't been any information published yet about when the next PC release will be.
- 176 replies
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- xboxone
- kerbal space program enhanced edition
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The original post on the first page has all of the known timings for each platform and region.
- 176 replies
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- xboxone
- kerbal space program enhanced edition
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Yep, Bitbucket was down for a little while. That's a little bit embarrassing, the company that owns Bitbucket also happens to be my employer. I'm still maintaining this mod. I'm not doing as much KSP as I'd like at the moment, so there isn't much active development. But am definitely keeping it up to date at least.
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It doesn't. But the massive hyperbole does.
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Nice work! Looks like a fun build. Pretty sure my mac port is a couple of revisions out of date, sorry. I'll make sure I get a build compiled against the most recent ksp available as soon as I can when I'm home from holidays.
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- controller
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Apologies for the delayed response. I'm still on holiday, a very long way away from all of my KSP stuff. I had not thought of that at all, mostly because I use RemoteTech instead of the stock commnet. No idea how feasible that will be, yet. Just added a card for it to my backlog on the Trello board for this project, will poke around it again when I'm back home in a few weeks. Sorry. I've had plans for a while to make those docs a little more concise. When there's no message struct, you can assume that the payload is a single basic data type. For a throttle command, the payload should be a plain `int`, that is, an `int16_t`. And, for what it's worth, I dug that up just now by looking through the c# source code for the game plugin, all of the nitty gritty of interfacing with the game API can be found in the Providers directory of https://bitbucket.org/pjhardy/kerbalsimpit
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Mobile Version of KSP
stibbons replied to kris10127's topic in KSP1 Suggestions & Development Discussion
KSP forums: There's no way consoles will be able to run the game! Also the KSP forums: Look at all of our justifications for a mobile port! -
I have a sheet of aluminium composite (aluminium bonded to a black core of... PVC, I think). Bought it for an enclosure, as it's lighter and easier to bend and make curved edges than aluminium. But have been wondering about just etching through the top layer for detailing. I think your aluminium panels look great. ABS would be OK for some stuff, but definitely don't replace all of them!
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Public interfaces are documented at https://kerbalspaceprogram.com/api/index.html What? I don't understand anything about this assumption. Why shouldn't they be, and what difference does it make anyway? You may be interested in AmpYear. It's got all sorts of reserve power and emergency shutdown functionality.
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- suggestion
- core
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But it is the only answer we have right now.
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- expansion
- kerbal space program
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Interesting idea! I'd love to hear how you find that in-game.
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Check how angry it looks. Sheep are fine, goats are probably plotting to do something terrible to the photographer.
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Those milled panels are gorgeous, nice work! As far as MMjoy goes to, note that it doesn't work on all Arduino-compatible boards. The USB HID emulation it uses requires an Arduino Leonardo or similar, the regular Uno won't work. Have a look at https://github.com/MMjoy/mmjoy_en/wiki/Controllers-(compatible-base-boards) for some confirmed working boards. I used a Mux Shield 2 in an earlier iteration of my controller and it worked pretty well. Very easy to hook up to an Arduino board and start polling switches.
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If there was a "now what" you'd be congruous, wouldn't you.
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Most of the Commander Keen titles are available from Steam for a dollar or two each. These are all the original games bundled with dosbox, and a fairly easy way to get them running without the pain of actually getting dosbox set up yourself.
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The way I learnt to estimate my projects is that the first 90% of the work takes the first 90% of the time. The rest of the work takes the other 90% of the time.
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Can you imagine a Beowulf cluster running KSP?
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In this case, it's apparently "OP hasn't read any of the weekly announcements, therefore they don't exist".
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ckan gets you most of the way there. It lets you easily add and remove mods, and will export the list of currently installed mods as a metapackage, which can be thought of as a profile. Loading that metapackage will install all of the dependencies in one click. The only thing it doesn't do is let you switch between them easily. You'd have to remove all of the mods from one profile individually through ckan, before loading the next one.
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When will KSP be available for Xbox One?
stibbons replied to Zam666's topic in KSP1 Suggestions & Development Discussion
There's been no published release date yet. The best places for updates about development, including the console porting work, is the KSP Weekly posts every Friday/Saturday in the announcements forum, as well as the main place for discussion about the console work: And you can try this forum as well. https://forum.kerbalspaceprogram.com/index.php?/forum/81-technical-support-playstation-4-xbox-one/ -
There's details about the problem with flickering shadows in Unity 5, and how fixing them introduced the stepped motion of the sun, in this devblog, linked from the first page. The changes discussed in that post were done for version 1.3. The release notes for 1.3.1 include So in theory it's all good now. If you're still seeing stepping in an unmodded 1.3.1 install, I'd strongly suggest adding a bug to the issue tracker about it, SQUAD seem motivated to fix that one for good.