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Everything posted by theSpeare
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
theSpeare replied to TaranisElsu's topic in KSP1 Mod Releases
How about for recyclers for oxygen Taki? -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
theSpeare replied to TaranisElsu's topic in KSP1 Mod Releases
If electricity consumption has been disabled, how about oxygen recyclers etc? -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
theSpeare replied to TaranisElsu's topic in KSP1 Mod Releases
Is it just me or does KAC cause a bit of lag? -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
theSpeare replied to TaranisElsu's topic in KSP1 Mod Releases
Hey, I'm not sure if it's already been mentioned but is electricity recharge taken into account while off-focus (and while we're at it, recharge of other ones such as oxygen recycling etc)? -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
theSpeare replied to rbray89's topic in KSP1 Mod Releases
It's doing pretty well on mine especially with a bunch of mods installed. It'd be nice if you could get the edges of the cloud hexagon to fade (or just get smaller and smaller so they sort of blend into the 2D clouds). I think I may still have clouds popping up while in orbit? Not sure, I'll have to check again. I think you should work on gradual appearance though when you get close enough, as the clouds just pop up out of nowhere and that's a little bit immersion breaking. Despite anything I say, however, this is a very beautiful mod, one that I didn't believe would be possible. Great job rbay -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
theSpeare replied to rbray89's topic in KSP1 Mod Releases
Hey! That's absolutely beautiful. Cheers I'll try this out tonight and let you know. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
theSpeare replied to rbray89's topic in KSP1 Mod Releases
Can someone take a quick screenshot of the newest test? I'm just so super curious and I'm still at uni, so I can't test it out. All goods if no one can -
It's in the works / plans, but won't be included in the release version immediately. You can attach the Roverscience module to any part, just make sure you include a module container and module command. Also make sure the model is in the appropriate orientation. But yeah, sorry, for the time being the model isn't the priority.
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Yes, a compass will be a feature but that will come later on. I might even look into plugging in something into the navball. Multiple experiments is a problem that I feel would make it too complicated, or it would just add an extra layer that is probably just unnecessary. I might not go that route, sorry. Cheers for giving it a shot. I really appreciate the feedback
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
theSpeare replied to ferram4's topic in KSP1 Mod Releases
What's the changelog for the experimental?- 14,073 replies
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- aerodynamics
- ferram aerospace research
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Here's where I'm at a crossroads. I could either hold for a little longer, see if you guys find any bugs or problems, and then once that's all resolved, do a full-release. Or I can stick around a bit longer, and with your guys' help with testing, I can start implementing these features: - Add "prediction" of science potential - ScienceSpot distance upgradeable - Distance related to science return Thoughts? EDIT: Subscribe to this thread for email notifications for updates!
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This requires a little bit of work, and I was hoping to do it post-release but I may just work on it this weekend instead and see if I can get something to work early. I'm just gonna need testing so it doesn't take too long to push past and do a full release. Thanks for posting up on github Rockstar, I'll tag it and work on it this weekend.
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UPDATE! 3.2 can be found here, including its very short changelog. Thanks! The chance for normal sites has been upped to 65% so it should be slightly better. I may move it up to 70% if it's still that bad. Remember that the "low" values on the Mun will be quite low because of the modifier on them. Kerbin has a huge reduction modifier. Mun and Minmus do too, but to a much lesser extent. Everywhere else and it's close to OP. Let me know how it plays now
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There is already some code to prevent multiple instances because I was very afraid of what might happen should two Rover brains be brought together. I was slightly worried as well that someone would exploit by adding more than one brain on one rover. I believe I have a solution though. I'll get to work on it. EDIT: For now, the problem above will persist - the only solution on the player's side is to simply not add more than one rover brain to one vessel. On the other hand, once one rover has blown up (rover brain destroyed) OR it has gone out of physics range - I believe it SHOULD be possible to switch to another vessel and switch back to the remaining rover and it might work. Sweet, it means the chances of the normal science spot generating is too low. I'll adjust it a bit more right now and package. Give me a moment.
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At the moment distances are hard-coded, but I'll think about adding a configuration file for it. The reason why they're relatively short is due to balancing with science-to-effort. This will probably be implemented when distances are included in calculating the potential of a site. Plus there's the issue with what you're really doing during that long trek. It'd become a bit of an idle drive almost. I want players turning all about constantly. I was also a little afraid of science spots generating too much in Mountain sides and you wouldn't really know until you get relatively close. You'd then have to reset and repeat. Imagine travelling out that far for kilometers only to reset again. This can be possible once I can draw visual indicators in game. Cheers. Let me know if you still have any problems, it helps immensely.