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postman

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Everything posted by postman

  1. Oh ok, it makes sense why it happens, I suspected as much. It kind of goes against my philosophy in coding that you should ever leave anything to chance just because you don't plan on doing that particular thing. Any host of bugs could cause an item to disappear in KSP, and what would become of the camera is the same as I've seen. As for what happens, I think that the camera should switch back to the active vessel just as it was before the camera was switched to the destroyed object. Perhaps the camera could wait by the destroyed object for a second or two (as it does when you slam your rocket into the ground before bringing up the end mission menu). Just my thought on the topic though.
  2. Yeah NP. I also found another bug, but my suspicion is that it's a deeper rooted issue in KSP that has simply never been found due to the lack of innate camera controls in the game that could cause this. Described here, with video:Thread
  3. I'm surprised at the lack of face palming happening, at least that I know of. Good job everyone. Anyways, there is
  4. I'm pretty sure the devs can think of something if they ever plan to implement this, I haven't read the whole thread, not sure if it contains any amazing ideas that make this irrelevant. It would also be great if the OP could include some of the best ideas in the first page. However, here's what I got, sorry if it's been repeated, can't be arsed to read it all. Upon leaving the SOI of the sun, some set radius away from the sun, an interface comes up (Assuming you have some fancy engine part that is required, if not, you're left to the kracken. How you get that device in career mode is up to the devs, I like monolith involvement). Maybe in career mode, the player has to find the right ascension and declination of the star through some other means, and enter that information before their engine will work. Perhaps in the future the interface could be a fancy galaxy map or something. For now we assume it's a list with the names of each system in it. You select a system from this list, and then see your engine do some fancy effects. It would be amazing if they could make a fake type warp drive, engine turns all blue, makes cool noises, and then the ship moves away really really fast until it teleports. SEE: Star trek: TNG. Maybe just move the camera backwards instead of the ship, I don't really know. However, this really isn't necessary at all, it just gives the nerd in me a hardon. But after that, simply have the reverse effect happen, in the new system. And then you're traveling at the same speed you left the kerbol system at, but this time, towards the center of the new solar system. Like people have said, first and foremost it is a game, meant to be fun. There's no realistic way to get to another solar system in KSP and have it be fun. Rules will have to be broken, and things will have to be made up for this to work. I think it's best if the amount of sci-fi usage is minimal though. TL;DR: Go to edge of kerbol system, a menu comes up if criteria is met (fancy engine effect maybe), and you're in new system at the edge, same speed as when you left.
  5. Pretty please would it be possible to remove the time warp X# in the top middle of the screen when the rest of the HUD is turned off (via F2), along with highlighting parts green, and other things that still show up when the HUD is off? Perhaps there could be two HUD off modes. F2 turns it off as it is now, with the addition of being able to use right click on various parts to still bring up their information, IE:right clicking decouplers with the HUD off. And then F3, which completely removes all indication that the game has an interface, IE: green part highlighting, words when hovering over parts (crew hatch), Time Warp indicator, etc. This is mostly because when I'm making a KSP video, I much prefer having it be cinematic, as in, no interface to speak of, just simply the mission happening. Various things, like the "Time Warp X1" in the middle of the screen when switching to other vessels, or the green highlighting of parts under the mouse, make it difficult to always have a cinematic video.
  6. This mod is great, however, I have noticed an FPS drop when using it with 0.21.1. In the main menu it drops from 180 to 40, in the VAB it drops from 60 to 25, and out at the launch pad it drops from 30 to 10. This issue is only present if you directly extract the mod into gamedata, so that you have gamedata/KerbCam/plugins/KerbCam.dll, gamedata/KerbCam/source/, and gamedata/KerbCam/KerbCam.dll You must only have the plugins directory in gamedata/KerbCam in order to avoid the FPS drop. Just an FYI.
  7. I like this idea, but it seems like a whole lot of work for little pay off. But who knows what career mode has in store.
  8. I call mine AdvScienceIndustries. I've kind of started doing a youtube series, but it's kind of crappy so far (working on it!), not worth linking.
  9. Great work boogaman, that serenity model looks fantastic re-entering. I just started messing with unity last night, I know I won't be too much help with my 0 experience, but if you want to help me learn and perhaps I could end up being some use, I'd be glad to mess with the serenity project! The bridge looks great as well, I actually was watching TOS just last night. It's not very good, but I gave it my best try: EDIT: I started trying to model my own serenity in Garrysmod, I've built the mule before (pictured below) and it fully functions, however I'm having some trouble with serenity. I'm building it 1:1 scale, so your player can walk around and get a feel for the size of it, eventually it will be fully controllable as well. However, due to recent updates to GMod, the method used to save and load files (in this case my model) is broken. It will be a few days before I can continue work, but here's what I have so far: Serenity WIP(Was building it against a projected image of the ship for accuracy): MF-813 Flying Mule:
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