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Posts posted by NoMrBond
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On 3/15/2019 at 11:46 AM, JadeOfMaar said:
- the new RCS features -
I feel like I've missed something here, what functionality has been added to RCS?
Is it just the new shader which allows emissives etc with moduleRCS or was there something else?
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Why not split the altimeter cluster into snap-together widgets?
Have the current setup as the default, but allow players to enable/disable each separate element and arrange to their taste
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The launch site positioning in general seems like it's begging for customization option (the system could start with the defaults for the present KSC, Island, Woomerang etc included as the defaults)
Being able to build structures and position them on planetary bodies would be nice, even being able to lay flat concrete foundations
Could need certain seed resources (mining gear and other supplies) to be flown out to the site to set up extra ones in career mode
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Would it be possible to reshape the nozzles to get the pinch of a throat convergence you'd normally expect to see preceding the expansion bell part each nozzle instead of the step/shoulder shape?
I get that it's a small part and that's probably splitting hairs but that part of the shape always bothered me for some reason
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4 minutes ago, nestor said:
Yes! They take advantage of the cube map.
Will there be a set size (i.e. 128x128 px) or will we be able to set the quality (including as RD pointed out before, disabling it)
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1 hour ago, Vanamonde said:
So the Squad news threads always tend to turn into everybody asking for his/her favorite feature-to-be-added/bug-to-be-fixed, but this one is wandering even farther afield than usual, folks. Please visit the Suggestions sub for that sort of thing, because this thread is about the new dV display feature.
Is it ironic that there's doubt about having enough energy to change the direction of the thread
Does that make it... dT or dM
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4 hours ago, StylusHead said:
there are new diffuse, spec, normals as well as new variants, just the image didn't make it to the post, but trust me it has changed a lot.
Is your new asset pipeline being made with an eye to PBR/PBS in the future?
Take advantage of the Unity standard shader, get reflections etc etc, or does this still not really play nice with KSP's unique camera setup?
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2 hours ago, SQUAD said:
overall improvements to performance and bug fixes.
Are there any performance improvements Squad is looking to include in the 1.6 update, or areas which are being investigated due to things like features in Unity 2017 which the prior Unity versions didn't support etc?
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As more of a 1.6 part rework thing, could the fairing bases also receive some attention please?
The prior FL tank rework removed the 'lips' or exterior-bead (or whatever you want to call them) at each end, while the fairing bases still have that mid-band bulge out from their side/size
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In a sort of related vein, will KSP's graphics API support roll upwards as well at some point?
DX11 has been out for ~10 years at this point and DX11-HLSL is incredibly similar the PSSL on the PS4 (XB1 uses DX) meaning shader work could be shared between the PC-PS4-XB1 platforms with ease
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Could we get some more info on the new shader? (options/niche etc?)
I'm assuming it's the one being used to showcase the new look for the HECS-II core
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5 minutes ago, sumghai said:
I'm certain there are other ways to modify the suit to denote veterancy, though.
How about orange stripes on the veteran suits instead of the red/blue, since that is now associated with veterancy?
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How about instead of fixed variants, have the detailing stripe colour for the suits be customisable, like the RGB sliders for the lights.
Everyone could do what they want, orange stripes for the vets? sure, colour coding for your professions? gotcha
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2 hours ago, klgraham1013 said:
I've seen streamers resort to airbrakes because they apparently make better landing gear than the landing gear while landed.
To detour a bit at this point, does KSP still use VPP or is it back to using the default Unity wheel stuff since the engine upgrade to 2017.1?
In either case, is there a clear reason why landing gear is launching stuff into the air on load (shouldn't physics easing catch this?) and/or why demarcating the 'bottom' of your base with AIRBRAKES solves the problem?
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For improving 4K support, would it be possible to have UI scaling effect the VAB/SPH sidebar part/icons etc (or have a dedicated VAB/SPH scaling control) as these can become very small at high resolutions
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24 minutes ago, UomoCapra said:
* Added localScale param and behaviour to EffectDefinitions: PREFAB_PARTICLE, PREFAB_MULTI_PARTICLE, MODEL_MULTI_PARTICLE and MODEL_PARTICLE
Can this parameter be tied to a floatcurve (like atmospheric pressure)?
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17 minutes ago, The_Cat_In_Space said:
Anything in the future for Enhanced Edition? Just asking. Hopefully a fix to the part action menu bug.
There is another KSP-EE patch coming according to last weeks notes;
QuoteBlitWorks, has also been very busy with the upcoming patch for KSP Enhanced Edition. We’ve been regularly receiving builds filled with improvements and bug fixes that will surely please console players. In the latest build, various bugs were fixed, including one that took players to a non-functional KSC screen when they selected “Recover Vessel” during flight Training missions. Similarly, a bug that caused the overlapping of menus when a flag was changed from the Space Center was mercilessly squashed. On top of that, and as suggested by the community, now you’ll be able to disable/enable trimming from your controls.
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Excellent news
There were 4K/High-DPI adjustments for the UI that were mentioned earlier, did those also make it in there somewhere (like sidebar/part-pic scaling for the VAB/SPH etc)?
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Oh my, please please please include plume expansion in your FX planning
That would be excellent
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34 minutes ago, F3RGHNZ said:
For me the alt f-12 menu cant be enabled...
If you have the GeForce Experience app installed you may need to use ctrl+alt+F12 rather than just alt+f12
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20 hours ago, Starwaster said:
What about the issue with the aero FX being butt ugly compared to prior versions of KSP?
I'm hoping that the cause was the same "shader interaction with part scale bug" which was affecting the re-entry shader, so it's also been fixed?
Unfortunately I can see #18095, #18094 and #18303 are all on zero% (although 94/95 are pretty sparse reports, so not entirely surprised about those two) which is a bit concerning
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Was a solution found for the aero/re-entry shaders going a bit weird (effects showing through vessels / drastic visual changes depending on view distance)?
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14 minutes ago, LameLefty said:
Hey Sarbian - both Chrome and MS Edge are giving warning about invalid site certificates for the link to your dev site. Any chance you've been hacked? Hope not ...
Nah, if you prod the error you get NET::ERR_CERT_DATE_INVALID - Expires on: Mar 30, 2018
Just expired, that's all.
KSP Loading... A Renewed Galaxy and History and Parts Pack Gets a Release Date!
in KSP1 The Daily Kerbal
Posted
Ah boo, I was hoping that the advanced tweakables feature to put some engines on/off the RCS control which was talked about in like 1.2 was finally arriving.
It was like the Puff, Spark and Terrier, gated on the tech-tree, could probably include the Cub from Making History on that list now too