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allmhuran
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Senior Rocket Scientist
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Mech Leg parts
allmhuran replied to Vl3d's topic in Prelaunch KSP2 Suggestions & Development Discussion
It will be in here: Kerbal Mechwarrior Program on Google Drive , but there's basically no chance anything works anymore. I stopped working on it as of about KSP 1.06 when wheel auto-struts prevented them from being able to walk. -
Take two did what amounts to an attempt at an ethics panel, while they fill their games with microtransactions and think loot boxes aren't a form of gambling for kids, on the contrary, their CEO actually said loot boxes are protected by freedom of speech and could not be legislated against. The overwhelming response to said panel seems to indicate that they don't have the moral credibility to pull that off.
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[1.12.x] AFBW Revived (Joystick & controller mod)
allmhuran replied to linuxgurugamer's topic in KSP1 Mod Releases
I'm not able to use discrete throttle control in afbw 1.8.3.3, ksp 1.12 win 64. The four non function are throttle+, throttle-, cut throttle, and full throttle. All other bindings seem to work. Issue created here https://github.com/linuxgurugamer/ksp-advanced-flybywire/issues/34 -
Well, I have not been here for a while. I have so many hopes and questions, but I will limit myself to two. Q: Does KSP2 use the core KSP1 code in any way, or is it a rewrite from scratch? More specifically, is it coded using Unity's new Entity Component System and Job System? I realise that this is not something which comes naturally to physics simulation due to the physics-interdependent nature of the parts on a craft. Do colonies "do stuff when you're not there"? For example, does a colony produce and / or consume resources over time? Can I, for example, set up a mining colony on the Mun gathering Helium-3, which keeps producing as long as the snack supply is maintained with regular missions from Kerbin? And could I eventually set up snack farming at that colony in order to make it a self-sufficient producer? And if so, is there any kind of balancing mechanic which would prevent me from creating a self-sufficient-resource-production colony, turning on max time warp for a few seconds, and having effectively infinite Helium-3 as a result?
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That last bloody GBL mission where you have to jumpjet up through the hole in the ship was so frustrating. Actually, GBL is the one I remember the least, except for that mission and the one prior (in which activitision valiantly attempted to to make a river and waterfall using their engine which had absolutely no ability to do rivers or waterfalls) Edit: Oh yeah, and the underwater mission, I think that was also GBL
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Kerbal Mechwarrior Program is back - maybe...
allmhuran replied to allmhuran's topic in KSP Fan Works
LOL! They are battletech mechs, they must use battletech loadouts -
I just tried the new release of this, thanks for keeping it going. Path mode seems to have an issue if you save a path and then want to use it again when reloading the kerbal save file. I had a path going around the KSC, but when I reloaded the game the first point of the path was in a different position and pointing up at the sky. Might be to do with the rotation of kerbin or its orbit around the sun? It seems like the path tool needs to store its reference frame.
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Unless @Grease1991 just means making sure the wheel is straight and level in the hangar? I never actually used adjustable landing gear, but I can see how that might be useful. Attach the part with the wheel strut at whatever angle you like, and have the actual wheel bit then align itself with the cardinal axes in model space. I don't know how important that would be anymore, since you can switch the rotation gizmo to absolute coordinates and turn on angle snap, although this will align the part as a whole, not just the wheel.
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Are forced wheel autostruts temporary?
allmhuran replied to allmhuran's topic in KSP1 Suggestions & Development Discussion
For sure, it would be silly to remove the feature entirely unless a better solution for common use cases is developed. Forcing it to be on (even for some subset of parts) is the issue. -
Are forced wheel autostruts temporary?
allmhuran replied to allmhuran's topic in KSP1 Suggestions & Development Discussion
Interesting. I recall you also mentioned that the grass around the runway seemed to be continuously calling collide events. Is that a direct result of having a physic material assigned? -
Are forced wheel autostruts temporary?
allmhuran replied to allmhuran's topic in KSP1 Suggestions & Development Discussion
I doubt that the current implementation of autostruts is the only possible solution to that problem.