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Dirty Bob

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Posts posted by Dirty Bob

  1. On 4/12/2016 at 9:16 PM, Fwiffo said:

    Noticed this isn't up on CKAN yet (at least not independently from other texture packs).  I started working on a CKAN file for it.

      Reveal hidden contents
    
    
    {
      "spec_version"       : 1,
      "identifier"         : "FwiffoRaredenSkybox",
      "name"               : "Fwiffo's Rareden Skybox",
      "author"             : [ "Rareden", "NoSyMe", "Fwiffo" ],
      "abstract"           : "High quality galaxy skybox, based on Rareden's Real 8k textures.",
      "description"        : "Uses Rareden's Real 8k textures, compressed by NoSyMe with police grade image compression software (88.6% size reduction with only 1.2% quality loss).  See: http://forum.kerbalspaceprogram.com/index.php?/topic/78778-raredens-real-8k-skybox-for-texture-replacer/&do=findComment&comment=2218500",
      "license"            : "CC-BY-NC-SA-4.0",
      "release_status"     : "development",
      "version"            : "1.0",
      "ksp_version_min"    : "1.0.2",
      "ksp_version_max"    : "1.1.99",
      "resources"          : {
        "homepage"         : "http://forum.kerbalspaceprogram.com/index.php?/topic/78778-raredens-real-8k-skybox-for-texture-replacer/"
      },
      "x_todo"             : "Change link below to cdn.rawgit.com",
      "download"           : "https://rawgit.com/rkagerer/KSP-Fwiffo-Repository/master/Mods/FwiffoRaredenSkybox-1.0.zip",
      "depends"            :
      [
        { "name"           : "TextureReplacer" }
      ],
      "install"            :
      [
        {
          "find"           : "TextureReplacer",
          "install_to"     : "GameData"
        }
      ],
      "x_generated_by"     : "Fwiffo"
    }

     

    I maintained the original license and credited Rareden and NoSyMe.

    Presently it's available in my personal CKAN repository ("Fwiffo | https://github.com/rkagerer/KSP-Fwiffo-Repository/raw/master/CKAN-meta-fwiffo.zip") but once it's been tested and tweaked a bit I may submit it to the master CKAN repo.

    Thanks for putting this up separately.  It's working well and looks great.

  2. I'm woodworking until it comes out. I can't get Linux to boot right with this RAID setup for some reason. I've tried and I just can't enjoy going back to the limits of 32-bit in the game.

    I have been feeling the bug though and decided I'm going to try a Kerbal pyrography piece. I'm just trying to find the right image that will work in monochrome and be within my ability.

  3. As far as the tech tree and contracts go, mods are the answer. These are two points that everyone has their own personal tastes with and I see it as a waste of development time to focus on. I don't understand why people are so stuck on wanting their version of what they like to be the stock game. They could put exactly what you want in the stock game and the next day there would be a thread about how KSP is doomed because the new changes aren't the preference of another group of players.

    In all honesty, you've already seen what they've done with it so far and I wouldn't have any kind of high hopes for what they'd put out in that department. I'd rather see them put time working on core issues and bugs than to flavor the game a certain way.

  4. I don't buy any game near that price. so for me it is too expensive at $40. Honestly, I think steam sales have driven games to place a higher "regular" price on games so they can set a sale price that they're willing to live with when the sales come around. With midweek madness and weekend sales giving you even more opportunity for a discounted sale, it really is the only thing that makes sense from an economic standpoint. The fact of the matter is if you tell people it's on sale, more will buy it and Steam has really started to reflect this in the last couple years. If they set a price of say $20, I think they'd really be screwing themselves during the two big sales of the year with a price that would be much too low compared to the value of the game.

  5. I bet if we complain about the release more, there will be a tear in the time continuum and we'll be able to slip back to release day. Once there we can tell the devs how the release of 1.0 unleashed hellish doom on the masses and they must stop.

    Unfortunately for humankind, Sqaud ignores the warnings saying, "The rockets must fly and Kerbals must die."

  6. I'm definitely enjoying it. I'm doing my normal vanilla run through a new update to get a feel for the base game. It's something I always like to do before I throw in the mods.

    As for the community, it's been that way for awhile here and why I mostly stopped taking part in it. One of the biggest problems I've always noticed is that people forget why there are mods. When they don't make a mod a stock part of the game they get upset, which happens after every update. It never makes sense to me considering they gave us a way to make the game play how we want it. Half the people want X to be in the game, the other half don't. Hence, mods.

  7. I just don't get why time after time, people feel the need to have the stock game be exactly what they want. The ability to make the game what you want, within reason, already exists.

    I'm playing with 29 mods right now, FAR being one of them. Obviously, the stock game is not exactly what I want. And you know what? I really don't care if the stock game ever becomes my idea of what is best for the game or makes the game better. The argument that updates break mods goes both ways. If something like FAR became stock, there would be a mod to revert it back to the crappy aerodynamics. That mod would have the same issues with updates that FAR has now. It's ok though as long as it's what you want and not others?

    In all honesty, even when Squad changes aerodynamics finally, it still won't be what any of us want and we'll still be using FAR anyways making this whole argument pointless.

  8. I've always found it funny how people think the stock game needs to fit their vision of what they want it to be when the game is so renown for it's mods. Never mind that Squad had their own vision for the game.

    Aerodynamics are the only thing I won't mind seeing being changed. It's been known since the beginning that what we have now was merely a placeholder. Other than that, leave it up to the modding community to make major game changes toward realism.

    Making the game ultra-realistic will only limit the overall player base. There are realistic space simulators already out there. They're not nearly as popular as KSP for a reason. KSP already has a learning curve that keeps some players from ever going deep into the game because they get frustrated and give up. There's no reason to push that to another harder level.

  9. I decided to make a pod bomber to get the surface data. It worked well once. I made low speed passes and dropped the command pod with deployed chutes.

    I had some weird results though. As far as I could tell, if I was out of rendering range the pod would be destroyed. I'm guessing it goes on rails and that doesn't bode well for something that will hit the surface regardless of the speed. I did stay in rendering range once though and it worked.

    A5DAC76AC167C851E8B9C37DF4451622AC162556

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