Jump to content

NoMrBond

Members
  • Posts

    2,261
  • Joined

  • Last visited

Posts posted by NoMrBond

  1. 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

  2. 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 :P

  3. 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?

  4. 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

  5. 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?

  6. 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;

    Quote

    BlitWorks, 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.

     

  7. 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

×
×
  • Create New...