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KSP2 Release Notes
Everything posted by NoMrBond
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Sorry I don't know, what kind of information would help diagnose? I'm running in borderless window mode OpenGL Control panel force 16x aniso and 8x AA (+ 2x supersample on transparency and MFAA) Please let me know if you'd like any particular feature poked/proded/disabled etc and retested [Edit] MFAA enable/disable = no effect (still blue lines) [Edit] AA Transparency enable/disable = no effect [Edit] AA enable/disable = no effect [Edit] Aniso enable/disable = no effect [Edit] RSS atmosphere horizon modification (KSPRC) install/remove = no effect [Edit] PanetShine install/remove = no effect [Edit] E.V.E. install/remove = no effect Not sure what else to try at this point? Ideas?
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Standard water assets for Unity 5 https://www.youtube.com/watch?v=hvDhzxXn7PQ Shows promise at least
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Nuclear engine efficiency
NoMrBond replied to ImperialistPigDog's topic in KSP1 Gameplay Questions and Tutorials
The absolute most efficient is one engine, because every engine after that is extra mass which also needs moving However, it's also painfully head-on-desk slow because you've only got one engines thrust to move your whole ship Best way I've found is to work backwards (starting with what is coming back to Kerbin) and work to minimise your mass at each stage Once you've minimised the amount of mass you're moving at each stage, the transfer stage and lifter could end up a lot smaller which usually means more dV -
I was thinking at inside Unity you already have the Pathfinding/Navigation tools, the big part would be you'd need to set up the NavMesh the space center (again, not that hard since hard pathways are already provided in the art assets), then populate it with NavMesh agents, again using the built in Unity tools. It doesn't sound* that hard, and there wouldn't be any further AI coding? *Sound != actuality; I'm not a programmer but the tools for doing this are all provided in the Unity Editor.
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KSP 0.90 is currently running on Unity 4.5.5*, we have no indication what version KSP 1.0 will launch on, it could be anything up to 4.6.4 or any of the prior 4.6.x versions or even remain on 4.5.5 so they can skip the 4.5.5 -> 4.6.4 rigmarole and skip straight on to the big 4->5 leap. *According to the version information in the KSP.exe
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Maybe something like traffic at the space center, just because it doesn't really look like there is anything going on when you load up that scene. Now, all the actors are already available because they're used in the VAB and SPH settings, which would mean you'd just need to have them occasionally walk (or drive) out of one suitable portal and head over to another portal
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Unity 5 [Is now available]
NoMrBond replied to NoMrBond's topic in KSP1 Suggestions & Development Discussion
Updating to Unity 5 is likely to be the first thing on the agenda post 1.0. Well, after everyone at Squad sleeps for ~72 hours straight then has a few days off after the launch crunch anyway. -
As much as I am looking forward to it, I think I'll hold off on booking leave for a week or so for mods to be updated
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Added the wilhelm scream when Kerbals are EVA'd and fall off.
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Straight scaling the normal logo down to 64x40 can lead to a poorly identifiable logo Well it did for the KOSMOS one anyway, so it had to be tweaked (cropped slightly before scaling with added elements for higher contrast) so it worked at the smaller size
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Yeah, they're the small agency logo's which appear in the contracts previews and the VAB/SPH agencies side-tab listing They are PNG's with a different extension as far as I can tell If you make a PNG (64w x 40h) and then change the .png to .truecolour it seems to work just fine
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I keep quitting because of this one single reason.
NoMrBond replied to Dragonchampion's topic in KSP1 Discussion
You could drop the pieces in using a delivery vehicle (like skycrane or rover) then decouple them at your destination Other than that you might be able to use KAS to pull the legs off? -
I keep quitting because of this one single reason.
NoMrBond replied to Dragonchampion's topic in KSP1 Discussion
I only used SSTO's for LKO Kerbal rescues because it was neat, then recently for some survey missions where the survey points aren't too low. Probe+Capsule on a lightest orbital manoeuvring stage you can manage flung up via an S1-SRB was a lot faster (no need to sit in the high atmosphere picking up speed like an SSTO) to orbit, and if you mounted the decoupler backwards so it stuck with the capsule, you were basically only loosing the SRB which is pretty cheap anyway (that's not going to work with re-entry damage though), then you can just plunk down anywhere 'close enough' to KSC for a descent recovery without needing a runway for touchdowns. They're neat and different, but they have their own pros and cons for space deliveries With the 1.0 update you might start getting significantly more mileage out of them due to re-entry damage though (if you can manage your ascent and re-entry properly that is) -
Multiple docking points between two craft?
NoMrBond replied to Tassyr's topic in KSP1 Gameplay Questions and Tutorials
I use multiple docking port connections on all my stations for both alignment and strength purposes Dock slowly and pretty straight and all the ports (I use three, typically) should all dock at once (you can check whether they all have the 'undock' option after connection) -
I keep quitting because of this one single reason.
NoMrBond replied to Dragonchampion's topic in KSP1 Discussion
Maybe have a look at KerbalX? Filter your selection for stock+spaceplane+craft, then try downloading a couple of craft files which have really high ratings [1, 2] and try them out yourself Once you've seen/found what you like/works for you in the comfort of your own game this will hopefully help you with your own own spaceplane designs Best of luck! -
They will go to space, like any other Kerbonaut. Hopefully.
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How about... blinking. Kerbals already have eyes? [Edit] Expressive eyebrows would be kind of hilarious
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Clouds and rayleigh scattering would be pretty cool, but clouds (or planetary rings) would be further pushing on KSP's memory, plus there would need to be assets generated for clouds/rings, but atmosphere scattering isn't out of the question since that would just be a shader? Hah, 'just' a shader, those things are like black magic. Maybe it'll be rover wheels kicking up dirt, maybe it'll be a docking indicator for docking mode, or a camera like Romfarers LAZOR one, or maybe exhaust plumes will get bigger as atmospheric density decreases, maybe it'll be first person mode for Kerbals, maybe engineers will be able to place struts during an EVA, maybe the terrain scatter will be collidable (won't that be a surprise) Whelp I'ma stop now before I start hyperventilating
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Unity 5 [Is now available]
NoMrBond replied to NoMrBond's topic in KSP1 Suggestions & Development Discussion
A lot of the APEX bolt ons have OpenCL support