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KSP2 Release Notes
Everything posted by mythbusters844
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I bet the PS4 version is going to end up more optimized and will run faster and use less memory than the PC version. And thats's the rest of the answer to this guy's question: Literally yes. Which is why we have 1.0.3 right now and the game is completely optimized and has little to no bugs. It's acceptable for an early access game, but why stay in early access when you can go 1.0 and get money?
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We're not drama llamas. We just want Squad to actually develop the game we paid for, not expand it without fixing the core game's massive blatant flaws. I do know that Squad announced DLC a few months before I joined the forums, but we don't have paid DLC services yet. I was implying that they would announce the start of a paid DLC service.
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I could explain my reaction in a whole paragraph but I could get the gist of it with this: What the .... Squad. You told us to trust you guys. Also, where the hell are our devnotes and 1.0.3? Arrrrrrrrrrrrrgh, for some reason that I can not possibly explain, I longer see Squad as some sort of little indie game company. Instead, it's starting to look more and more like EA. I bet next week's devnotes will be the announcement of DLC. Mark my words.
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HotRockets! Particle FX Replacement + Tutorial
mythbusters844 replied to Nazari1382's topic in KSP1 Mod Development
Oh, it's the one you get when you download the community configs on the first page. Turns out RLA has its own custom engine/booster FX, so your issue is an issue with RLA, not HotRockets. You can still try doing what I said, but I don't know if it'll work or if it's even applicable. -
HotRockets! Particle FX Replacement + Tutorial
mythbusters844 replied to Nazari1382's topic in KSP1 Mod Development
Are you sure that you checked in your MP_Nazari/rla_hotrockets.cfg file? Because I downloaded it and I saw those two lines (but I didn't test if changing them works as I don't have RLA installed) under @MODULE[ModuleEngines]. If that doesn't work, then try changing emission = 0.07 0.0 to something like, I don't know, emission = 0.1 0.0 to make it "stay" at zero particle emission longer so there's a bigger..."deadzone", if you will. If that causes the smoke to come on too late then try changing it (the first value after the equals sign [if there's a technical term for this please tell me]) to something lower or if the issue remains try changing it to something higher. For clarification, I'm talking about this line: [...] MODEL_MULTI_PARTICLE_PERSIST { name = smokethrust modelName = MP_Nazari/FX/smokejet transformName = thrustTransform emission = 0.0 0.0 // Curve for emission like stock this one --> [U][B]emission = 0.07 0.0[/B][/U] // Curve for emission like stock <-- this one emission = 0.2 0.4 // Curve for emission like stock emission = 1.0 1.1 // Curve for emission like stock energy = 0.0 0.2 // Same for energy energy = 1.0 3.2 // Same for energy speed = 0.0 1.0 // And speed speed = 1.0 0.8 // And speed [...] -
HotRockets! Particle FX Replacement + Tutorial
mythbusters844 replied to Nazari1382's topic in KSP1 Mod Development
Change this at the end of each engine config (so that means every time you see it in the rla_hotrockets.cfg): runningEffectName = powersmoke directThrottleEffectName = powerflame to this: %spoolEffectName = powersmoke %powerEffectName = powerflame and see if that helps. -
8/10 I like it but I don't like how the badges are cut off at the bottom there.
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Yup. The user below me plays NoLimits or NoLimits 2.
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I also agree with your tweak. For those wondering how to change the Delta Deluxe to allow surface attachment, find the Delta Deluxe's part.cfg at GameData\Squad\Parts\Aero\wingletDeltaDeluxe\wingletDeltaDeluxe.cfg, open it with your favorite text editor, and change the line that reads "attachrules = 0,1,0,0,1" to "attachrules = 0,1,0,1,1" (no quotes). Alternatively, if you're not opposed to mods, you can use this ModuleManager config to do the above without touching your precious stock files: @PART[winglet3] { @attachRules = 0,1,0,1,1 } All you do is get ModuleManager, copy the above code, paste it into a text editor, and save it as a .cfg file in your GameData directory. Please tell me if this doesn't work. I'm still kind of a noob at ModuleManager and I haven't actually tested this to see if it works, but there's no reason why it shouldn't.
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Ask a stupid question, Get a stupid answer back.
mythbusters844 replied to ThatKerbal's topic in Forum Games!
Yupp. Is a cat a dog? -
Asparagus says no
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I haven't even touched the new fairings. The first thing I did in 1.0 was to delete them and install ProceduralFairings.
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overheat warning in map view
mythbusters844 replied to aleis's topic in KSP1 Suggestions & Development Discussion
Also, if you're not opposed to mods, HeatWarning adds this feature. -
Scott Manley reference in the admin building?
mythbusters844 replied to katateochi's topic in KSP1 Discussion
Imagine if you landed at those places at Kerbin and you just heard an ear-bleeding "HULLO". -
Ask the Mods questions about the Forums!
mythbusters844 replied to Dman979's topic in Kerbal Network
Person of Persian descent here. I can say that I don't really find that offensive. -
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It should just be changed to science/6 hours or even science/1 hour to clear up any needless confusion about the definition of the unit.
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How Close are YOU to Your Next Reputation Rank?
mythbusters844 replied to michaelsteele3's topic in Kerbal Network
So is that how one gets tons of rep? Oooo...I have tons of [arrogance]well-made crafts and replicas[/arrogance] I could post... -
A bunch of the issues in the game are caused by Unity issues :^) so it makes sense to think that Unity 5 will solve those issues. Unless the issues are actually problems with the game itself. IIRC it also provides a better graphics engine and a multitude of dev tools. The devnotes should give an idea of what to expect for the upgrade.
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NASA upload it's first UHD video to Youtube. 4k 60fps
mythbusters844 replied to Aethon's topic in Science & Spaceflight
Wasn't this the first?: EDIT: Oh I see, that's the first 60 FPS footage.