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Everything posted by Gargamel
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Red glow engines
Gargamel replied to Schmelge's topic in KSP1 Technical Support (PC, modded installs)
Some engines have afterburners, some do not. Each engine is modeled differently, so without screen shots, it's difficult to tell if you are seeing a bug or what. -
So what's the next DLC going to be about?
Gargamel replied to Gorman's topic in KSP1 Suggestions & Development Discussion
So this pretty much rules out Jool trips. ---------------------------------------- @ZooNamedGames had a pretty good idea: This would make a nice DLC to add gameplay depth to the current game, without leaving non DLC players behind part wise. Maybe add Station science projects, and rover projects. All with different views, minigames almost, but with tangible in game rewards (science, funds, etc). -
I'm still waiting for the PC fix for this..... It's the way KSP and Unity handles the physics. Without a complete rebuild of the game from scratch, there's not much hope of this being 'fixed'. Just learn to build more efficiently.
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will there be several launch sites in the future?
Gargamel replied to H0FF1's topic in KSP1 Discussion
Multiple launch sites already exist in various mods. The DLC added a second launch site to the game. The KSC marker is something we've been wanting since the beta days, It's a real pain to locate the KSC at night on the map without a marker or a flag or rover at the KSC. -
So what's the next DLC going to be about?
Gargamel replied to Gorman's topic in KSP1 Suggestions & Development Discussion
No, that's just when they cut off the free extras promise, as they realized paid DLC was the only way they would continue to profit. I think the DLC was announced last summer/spring. Are you suggesting a space simulation done in realtime? Even trips to Minmus would be boring and too cumbersome to actually play regularly. -
Help me prioritize 76+ mod updates - Updated
Gargamel replied to linuxgurugamer's topic in KSP1 Mods Discussions
LGG, you should possibly have done this as a poll, but that's a lot of typing..... -
DLC not working
Gargamel replied to CodeFantastic's topic in KSP1 Technical Support (PC, unmodded installs)
The new MK3 pod is with the 1.4x content. Double check that the DLC is actually purchased and installed. The expansion should then be installed under <kspdirectory>\GameData\SquadExpansion\MakingHistory. -
So what's the next DLC going to be about?
Gargamel replied to Gorman's topic in KSP1 Suggestions & Development Discussion
Even though other mineral mining mods exist, I think that's a good start. I think they need to couple that with some advanced building and launch mechanics. Yes there is the extra solar luanchpads mod (I think that's the name), but if we also add in stock Space Elevators and sky hooks, then were onto something. Both of those have been suggested as mods before, but everything I've heard said it's undoable as a mod. If this DLC was Making History, the next one could be Seeing the Future (or something). Make it so it takes a look at a lot of the near sci-fi/futurist ideas that are out there, and add them as stock parts, but ones that aren't doable as mods. -
So what's the next DLC going to be about?
Gargamel replied to Gorman's topic in KSP1 Suggestions & Development Discussion
All of those are good ideas, but all of them are done with mods. While some players will welcome those additions to the stock game, the sales won't be there. There will not be enough incentive for SQUAD et al, to invest resources into designing a for profit DLC if the vast majority of players will just use the free mods that give the same experience. As I said, any DLC will have to be some game mechanic or experience not available as a mod. To incorporate a certain mod into stock might be a great idea, it will never sell as a DLC. If they release it as a normal content update, then it will most likely still cost more than the regular development. Most of the mods are under a NC (non commercial) license. Unless the mod creator decides to change it, and that would most likely mean either buying the mod code from the creator, or hiring them as a dev. And those both cost money, unrecoverable from any increased sales as above. And also, another modder may release a similar mod for free. -
Wouldn't a simpler solution be an "On rails" version of Ray tracing? We don't care about the topography of the reflecting body, just that it's reflecting. Treat each body like a sphere, and give each one a variable light source based on it's phase. The Engine should already handle the light source stuff no prob, (Of course the inevitable bugs and kinks that come along with any "simple" coding solution). A lookup table or calculated light intensity based on each bodies phase relative to the viewer should reduce computation drastically, and it just emits that much light. Now, hiding the light source so that the Mun or Jool doesn't appear to have a miniature star at it's core may prove difficult. I wonder if this is doable with a mod.
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Construction tools and capabilities :)))
Gargamel replied to jonhcenami's topic in KSP1 Suggestions & Development Discussion
Too bad I can't rep you any more in this thread, this will save so many headaches. -
So what's the next DLC going to be about?
Gargamel replied to Gorman's topic in KSP1 Suggestions & Development Discussion
BA-DUM-TSSSS Ok i lol'd. While I think this thread is a bit premature... Squad might appreciate good ideas. It'd have to be a gameplay mechanic not available with mods. And yes, they know a lot pf people want multi player. -
Store purchase, Steam, and the April 30th date
Gargamel replied to -RanZ-'s topic in KSP1 Discussion
This thread is making me appreciate never transferring my install to steam. -
Construction tools and capabilities :)))
Gargamel replied to jonhcenami's topic in KSP1 Suggestions & Development Discussion
You don't understand how many cuss words I just called you when watching this video. I recently built a mothership for a Jool mission, assembled in orbit. But I first built the completed ship in the VAB, and broke it down into launchable sections, about 12 of them. I never even considered the root part when making those subassemblies. So when I went to tack them on top of my Space Tug, Most of them were backwards. I went through a lot of work trying to get them on the right way. I ended up rebuilding some of the sections from scratch as it was just easier. Some ended up with the Konstruction Docking Ports as the root part, which completely negates the functionality of the KDP, as you can't delete/weld the root part. So yes, you evil genius, I hate you. thank you. -
That's the real reason I use MJ. My machine is slow enough that inputs can get compounded easily before the game reacts to them, resulting in over corrections, which spiral out of control.
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I believe they want the old tower (which would limit the size of your ships, else the crash into them) from the KSC of old (.20ish it was removed).
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Construction tools and capabilities :)))
Gargamel replied to jonhcenami's topic in KSP1 Suggestions & Development Discussion
At least 1.2.1 I just upped from that a few weeks ago. Just remove the stages below it, and it will adjust. Reroot if needed and remove the stages above (Course I can't think of a scenario where the upper stages wouldn't be required for this, unless it's some weird multi-vehicle thingy). Explain with examples please. -
There is one, but I do not know if it's current. Sorry, don't have a link for you.
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Store purchase, Steam, and the April 30th date
Gargamel replied to -RanZ-'s topic in KSP1 Discussion
It has been stated in the past the qualifying purchases that were transferred to steam will be honored. I believe these statements from Squad can be found in the various DLC threads. In particular, the first announcement thread. -
Why isn't delta-v exposed in Stock (yet)?
Gargamel replied to eightiesboi's topic in KSP1 Discussion
I like to fly my ascent profiles to a set max of 20 m/s/s. So my boosters are increasing their TWR as they burn , and the main engine throttles back to maintain that acceleration rate. I can't imagine the spreadsheets for this one. My calculus is 25 years too rusty. @HebaruSan That's gorgeous. And people don't understand the problems with the imperial system.... sigh.... @everybody in this thread: I'm really impressed to see this thing go 5 pages, with people on polar opposites of opinions, yet everybody has shown a "Yeah I can get behind that idea" attitude, even if they don't agree with it. Some very educational posts here. Nominate this one for TOTM. -
Mistake/Problem with Docking Port
Gargamel replied to LucasCB's topic in KSP1 Gameplay Questions and Tutorials
FYP- 4 replies
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- docking
- space station
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Why isn't delta-v exposed in Stock (yet)?
Gargamel replied to eightiesboi's topic in KSP1 Discussion
I hope they would have to. I think if there is an in game DV readout, it should be as simple as possible. At best showing the DV for each stage. Of course this would have to be unlocked or researched in some fashion, requiring the player to still try to figure out what the math themselves. But there comes a point when you have learned something, that it becomes cumbersome to do it repeatedly. That point differs between people, (ahem slashy ). Having the subway map included in the game somehow might be nice, but tabbing between windows is probably easiest. -
Why isn't delta-v exposed in Stock (yet)?
Gargamel replied to eightiesboi's topic in KSP1 Discussion
I think the new misison builder DLC might allow a training mission to be built to teach the math's part of this.....