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NoMrBond

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Everything posted by NoMrBond

  1. There are multiple upgrade items affecting its stats along the tech tree, it's not as good when initially unlocked but ends up better when fully upgraded.
  2. It's in the ALT+F12 debug menu from memory [Edit] This seems to be CTRL+ALT+F12 now? It's under the Physics tab of the debug menu
  3. Because Squad need to know that any bugs players are having (if you're correctly reporting them with logs/reproducability-steps) are stock issues with no interference or outside causes.
  4. I feel sick *cough cough* I think I'll need to go home for the day
  5. I would guess the LV-T15 to be an early-game/starter engine considering you can make orbit using an LV-T45 with seven FL-T200 tanks on it far to early/trivially at present Also with the upgrade system it (and other engines) could be kept relevant through the game by improving/specialising into roles as you unlock tech nodes I mean think about something like the AJ10 for a second, started as a second stage engine of Able (Vanguard, Atlas, Thor, and the Delta-1000 and II), Apollo (SMSPS), the Space Shuttle (OMS) and now it's going to be used on the Orion. That's what I'm hoping for, maybe that'll be too much of a headache/balancing issue for the stock game but the system support itself is amazing
  6. I like how it says 'some' Alluding to the promise of even more refreshed and new parts, lurking just beyond the reaches of our most powerful long-range hype sensors I can't wait, like, I just had an energy drink and a coffee can't wait Maybe that was a bad idea, but at least I have a lot of energy for waiting
  7. There are two dedicated threads [here] and [here] specifically for the console patches, so their discussion doesn't get lost amongst the posts of other versions Patches for the console versions have also been mentioned in prior DevNotes [here], [here] and [here], which is three of the previous four DevNotes
  8. See you later space cowboy I hope we'll still see you around, even after the customer appreciation trident has been passed on.
  9. You're missing the option for rovers to be their own decent mechanism
  10. Also, in the advanced difficulty settings, part upgrades What do you mean part upgrades? PART UPGRADE SYSTEM
  11. There seems to be an assumption the 5 engines shown in that one leaked picture are the sum total of the 'overhaul', which feels off (to me), like they'd ask Porkjet to do just 5 parts and not a cohesive overhaul? Maybe I'm assuming to much to believe the Skipper, Mainsail, Poodle and fuel tanks etc have also been done, in addition to the few pictured (and perhaps some other spots filled, which the presence of the LVT-15 and LV-303 suggest). I guess we'll find out the full extent pretty soon, I'm quite looking forward to seeing Porkjets new stuff in game (even if we need to side-load it) alongside everything else which is coming in 1.2. With a side order of wondering whether they're using the existing shaders, or whether they've gotten the Standard Shader to work with KSP's camera hierarchy.
  12. Two installs; one stock + beautification (EVE, Scatterer, RealPlume, PlanetShine, Distant Object, Texture replacer et al) and the other loaded with RP-0 (8K)
  13. While they can't be unpacked, I believe mods which are reusing stock assets (textures and the like especially) should be able to continue doing so, but the method of referencing them will change. This will probably need some baked in support added somewhere deep in KSP's part loading innards.
  14. That seems unlikely given that these were described as 'almost done' in a Squadcast before 1.1.3 even came out I think it more likely that the parts have been designed with (a) the Standard Shader (i.e. PBR materials) and (b) assetBundles in mind, both of these are big shifts There was some problem with the Standard Shader and KSP's camera system not getting on (from memory), something about reflection probes and KSP's complex camera system due to KSP's render scale, it had three 'cameras' to composite a scene? And moving KSP's assets to assetBundles means apart from (possibly) needing to repackage all of KSP's files into a different (non-Mu) format, you risk breaking lots of stuff, including shorting any mods which use any asset in \GameData\ It wouldn't surprise me if the whole package was also being done by taking advantage of global texture atlases through (b) assetBundles, since a lot of texture assets could be shared that way and it would cut down on the file/texture clutter considerably
  15. Wasn't the answer basically 'Turn off the DSN and put an antenna at KSC'?
  16. Imposing a 64-bit limitation would likely affect less than 2% of the playerbase (The biggest population of 32-bit OS installs is.... WindowsXP-32bit which is around 1.7%) However if KSP used more than 4GB of RAM (by default) this would likely exclude about ~40% of the playerbase Neither of those concerns are likely to amount to anything unless there are major changes (considering stock KSP currently uses ~2GB depending on renderer)
  17. Currently KSP is uses multiple individual textures per part Part textures could be shared from global texture atlases. The B9 pack does this for example, where textures serve for multiple models, especially applicable for closely related ones (i.e the FLT tanks) with layout controlled by UV mapping. RAM load could be reduced while increasing fidelity by going from X models + 2X textures (the current), to X models + 2 textures, well not perfectly but the texture clutter could be significantly reduced.
  18. Hi @Romfarer A while ago during a Squadcast you'd mentioned relaxing the license of the Lazor System so that someone could take over maintenance for it, or even find someone to transfer it to (providing you could find someone suitable). Are these options still on the table? I understand that you're pretty busy with 1.2 development right now so no rush, but if you have a moment to consider the options it would be great. Best regards, NMB.
  19. Yes, that specific goal for the flow overhaul was mentioned in the devNotes a couple of weeks ago
  20. I'll only go with them if I can take my bowl of petunias
  21. What's this thing coming toward me very fast? So big and flat and round, it needs a big wide sounding name like 'Ow', 'Ownge', 'Round', 'Ground'! That's it! Ground! Ha! I wonder if it'll be friends with me? Hello Ground!
  22. Hopefully Unity 5.4 + the latest version of VPP provide a much better starting point for your work than earlier combinations provided
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