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KSP2 Release Notes
Everything posted by CaptainKipard
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This announcement thread has been fluctuating between 1 and 2 stars for the first few days before settling at two now. I find it hard to believe that a consensus wouldn't be reached that exceeds that kind of poor reception. There are no excuses afaics. And that's what that was. It's not a reason. It's an excuse.
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It's a recurring philosophy at Squad.
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I seriously wonder what the selection process was like for this software. Were darts thrown at various names? You have thousands of forum users and it didn't occur to anyone to ask what the users want from the software they use. Also I would love to see what this migration did to forum traffic lately and over the next several weeks.
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I, like many others, am missing a lot of functionality that I used extensively before. This forum software was made for toddlers.
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Apparently SSL for passwords is not a priority, "The community will fix it".
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Oh you're absolutely right. Stupid me. I might still correct them just to scratch my compulsive itch from time to time. That just leaves the formatting then. An equally extensive task. Not today though. Edit I spoke too soon. Thread links work. Post links do not.
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Kasper just implemented a forwarding algorithm. I won't have to look for them, but I still have to edit every single one by hand.
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Don't put any effort into this until we're sure that there's no automatic method on Squad's end.
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Just on this. Kasper deserves credit for working overtime. I want to be fair.
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They said the "upgrade was disastrous" referring to the upgrading process and it was. I have low expectations of Squad these days but even I wouldn't have predicted something like this.
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I'd just like to make everyone aware that the well over a 100 links in my Mod Dev sticky are gone with virtually no way of getting them back that I can see. All the effort I put into that thread is basically ruined. This has to be someone's cruel joke. There's no polite way of conveying what I'm feeling right now. What the hell...
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GREAT! I've got dozens if not hundreds of links to update in this thread, and no way to find them because even if I change the format of the link the numbers don't match up. This is a goddamn disaster!
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Beginners Part Modding Tutorial
CaptainKipard replied to Beale's topic in KSP1 Modelling and Texturing Discussion
[quote name='Beale'] Hi! I'd like to touch on a few more Unity parts (animations, etc.) if I get a chance :) It will also need a slight update when the new partTools get released.[/QUOTE] Back before I became completely disillusioned with Squad I had a thread asking moders and beginners what they would want from a complete tutorial like this. I can post the list I made if you want. [B]edit[/B] The links in your OP still point to the blogs. -
Landing Gear - Animation Reversed?
CaptainKipard replied to artwhaley's topic in KSP1 Modelling and Texturing Discussion
Reverse the animation in your 3D app? -
Modeling is so frustrating
CaptainKipard replied to Xyphos's topic in KSP1 Modelling and Texturing Discussion
What's outdated? -
Beginners Part Modding Tutorial
CaptainKipard replied to Beale's topic in KSP1 Modelling and Texturing Discussion
Beale are you interested in developing this guide more? -
You'll just have to wait.
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[quote name='sebi.zzr']Does anyone know of any tool to resize .dds,preferably free and simple. thank you[/QUOTE] GIMP already supports DDS.
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Maxmaps has reached escape velocity.
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Here's the PM toadicus sent me explaining the fields. Additionally if you want to limit docking angles you need to add the following to your ModuleDockingNode acquireMinRollDot = 0.998 //maximum megnetic acquire angle dot product. The closer to 1 the smaller the angle for acquisition. captureMinRollDot = 0.99999 //maximum docking angle dot product. The closer to 1 the more restricted the docking angle.
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Not all. I wont tell you what will and won't work because I don't know but some of my simple part models seem to be working fine without a recompile.