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KSP2 Release Notes
Everything posted by Gargamel
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The devs do peruse the forums. They are among us. If they choose to respond to a thread, they will do so.
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Sadly, I'm too old to go.
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Visual studio broke my gmail
Gargamel replied to cukkoo's topic in KSP1 C# Plugin Development Help and Support
This thread about getting help for C# has been moved to the C# Help and Support sub forum. -
Not so, I've used a few, one I even helped design myself, that had browser support for various windows, but were 100% offline, or at least a local, non net-connected, server. The goal was to not reinvent the wheel building a GUI, but to use what was already established and drop it into an existing framework. I don't know the details of it, but I was told by the dev working on the backend that having an app cast data to an outside browser was "trivial".
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Heck, I only recently upgraded from 1.3.1 a couple months ago cause of mod sets.
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Small subset refers to any value <50% if you'd like to get technical. Not everyone has multiple monitors, but those who do, really enjoy utilizing them all. Using the rationale that a feature would cause technology bloat implies we should not have any advanced graphics features, simplified physics, etc, as the game should cater specifically to the lowest common denominator. The game has many features that some players never touch, like career mode, and those same features some players can't live without. Let's not limit an idea just because a small subset of players don't like it. If it's not practical to implement, then so be it. If it is, so be it.
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It might help us answer the question if you could clarify what zip you are referring to? The KSP zip from the store? DLC? A mod? If it's a mod, it's best to ask within the pertaining mod thread.
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Compiled Visual Mods for KSP 1.10 (Med res textures)
Gargamel replied to chickenbroth's topic in KSP1 Mod Releases
@chickenbroth, This thread has been moved to the Add-on releases thread. Also, Per our add-on hosting rules, you must include links to the uncompiled source code for any and all code that is included in this bundle. You also must include a license for this mod. This license must comply fully with the individual licenses of each and every mod in the bundle. Until these criteria are met, I'm afraid we're going to have to remove the download links to this bundle. For further reading on these rules: -
It's known that Valve usually allows their devs to work on whatever projects they please, so they may have ended up working on updates for Team Fortress 2 for all we know. Unless, of course, you have credit lists or something cool like that.
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I believe you are looking for the Firespitter mod, it's still around in some form.
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Moved to Add-on discussion.
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I think this would be really cool. One view for IVA, one for the map. I can see a small subset of users really using this a lot. I can foresee homebrew cockpit simulators using this.
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Old Versions of KSP (Revived and Refound)
Gargamel replied to Johnster_Space_Program's topic in KSP1 Discussion
@Emilius73, Your post has been merged with the thread that will answer all your questions.- 44 replies
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- 0.18.3 demo
- old ksp versions
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(and 3 more)
Tagged with:
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1) A little over 4 decades. 2) No, the Only posts in the games lounge that get pinned are TOTM's and official posts.
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Inquiries have been made.
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Oh, so not the space camp, but A space camp. Still cool though. It would have made a cool addition to the space camp I went to back in the day (A space camp, not THE space camp :D).
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Ok Folks, a bunch of posts were removed from this thread. 1) Please do not pester the modders about demanding an updated release. The latest version only recently dropped, and since these guys do this on their own time, on their own volition, they may take a while to release. Of course they know the latest version just came out. If they don't, then an update is not coming in the near future. Demanding an update serves no purpose other than to annoy the modders. 2) If you have a problem with a post, please use the report button. Leave the moderating to the moderators. 3) Do Not be rude or call people offensive names. If you disagree with what they are saying, then deal with their argument. If you think a post is rule breaking, use the report button. It is never appropriate to be offensively rude to another forum member. Capiche? Thank You.
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Do you have an article or a link or whatever?
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how do i get to duna
Gargamel replied to Kerbal enginner bird boi's topic in KSP1 Gameplay Questions and Tutorials
Moved to Gameplay Questions. -
Revamping KSC building progression
Gargamel replied to EchoLima's topic in KSP1 Suggestions & Development Discussion
And the cost of each new kerbal shouldn't follow a linear/exponential curve (I forget which it follows) but a logarithmic or square rootic one. The cost of your first kerbal is a lot, and doubling that means doubling the costs, but for each new kerbal, it costs less and less to add one. The costs increase, but each increase is less. So eventually your 100th kerbal might cost 5 times what your first one did, but your 150th shouldn't be that much more. You shouldn't be allowed to train your kerbals beyond your second highest experience kerbal (gotta leave a little room for on the job learning). And your increased costs to train them upon hire also follow the same curve as above. So if you get one of the orange suits to level 3, training you first new hire to level 2 should be immense, but the subsequent trainees cost less and less. We all know the Funds are pretty much limitless in the stock game after a point, and the hiring of new kerbals at inflated costs is an artificial kludge to try to balance that. -
@Just Jim would consider that to be a feature not a bug.
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Surprise is not the word I'd use.....
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Magnetometer Mass - What is is made from and why is it Osmium?
Gargamel replied to Poodmund's topic in KSP1 Discussion
Better yet.... changing mass position to alter rotation speed? That's a lot of mass to be shifting around that easily... Assuming the CoM moves with the arm.