-
Posts
789 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by UbioZur
-
VAB Landing Legs + Rover wheels
UbioZur replied to Tank Buddy's topic in KSP1 Suggestions & Development Discussion
Please do some research before posting "new" suggestion, the landing legs are suggested everyweek, and even just this morning again! http://forum.kerbalspaceprogram.com/threads/51232-Toggling-part-deployment-views-while-building -
Moved to a more appropriate forum. Keep up the good work.
-
If you go to advance edit, you have the option to disable smiley text.
-
I don't think it would be a good idea as a vanilla tool for several reasons: - Deleting Squad parts could mess up the career mode. - Deleting parts that are use by craft files or vessel will make the game crash. - It should be a soft delete so you could revert in case of problem. - The way mods manage parts are very very different: . most of them follow squad way and have a folder per parts with the model and texture inside . Procedural fairing do not use folder, just a all bunch of cfg/model/texture inside one folder. . Some mods share the same model file but have different .cfg files. There is just too many different way to store a part in the mod folder, and in the case of shared model, when do you delete the model itself? Now here are a few things: - Mods should try to name their parts so they are easier to find (and squad too to be honest) - try to use program that can search inside multiple text file like that one to find the good cfg with the title. - You don't need to restart the game when you modify those part folder. Just go bck to the space center, alt+F12, Database tab and reload all button.
-
A few Suggestions...
UbioZur replied to DeafFrog's topic in KSP1 Suggestions & Development Discussion
Hi DeadFrog, Both suggestions are under the what not to suggest list sticky thread, so I will close the thread. They are on that list because they have been suggested lot of times. Squad have already confirmed that they don't want any kind of Automated Flights with the vanilla game. They may add one after release with an dlc/extension but nothing confirm since they have to finish the game first. At the moment you have a few different mods like Mechjeb, KOs that can automate your flight. For the crew managment, Squad have added Stupidy and Courage skills to the Kerbals, at the moment it doesn't do anything (except for the in flight facial expression), but it might later. As Squad works on the career mode, I am sure we will see something to make them useful. -
Probably usefull Suggestion for 0.23
UbioZur replied to MalfunctionM1Ke's topic in KSP1 Suggestions & Development Discussion
1) I believe KAS does it in a non laser way. But having it IG, I don't know (personal opinion). 2) Definitly would be great to plan ahead. maybe just having a landing marker on the planet that will show possible landing site. Because if the graphic of the planet rotate, it can become very confusing to know what is where when you have a manoveur nodes. 3) Definitly needed and in the Already suggested list. At the moment you can use the mod Action on the fly. 4) In the Already suggested list, I am sure Squad will work on sound later on in the development. But it's not high priority. The actualy gameplay and content are. You probably wont see any of them for the .23, since it's been quite confirm in one of the squadcast that .23 will still be about the career mode. -
Sick, awesome! Really great camera work, great story, great edit, I had a awesome 13.23 minutes! keep up the good work.
-
Maybe you could try to use the docking port ID. If per server each player have an unique ID, they could have a unique Docking port ID that every player could set on their ships (to allow only some player to dock at some ports) http://forum.kerbalspaceprogram.com/threads/35225-Some-lesser-known-bits-of-info-for-addon-developers
-
To know why the planets are so well rendered, check out the ksp video on unite 2013. It's long and very technical but you will understand why. http://forum.kerbalspaceprogram.com/threads/50414-Building-a-New-Universe-KSP-Discussion-at-Unite-2013
-
You seem to have a problem with texture loading. Even the command chair has no texture. You could post the logs. (ksp.log in the default folder) we may be able to see if there is a texture it couldn't load. Have you tried a fresh install of KSP?
-
comment on vessels like you do with flags ?
UbioZur replied to Bessy's topic in KSP1 Suggestions & Development Discussion
At the moment you can add comment to craft with the box that open under the name of the craft in the editor. In flight however it is not possible. There are mod that allow you to do that, go through that thread to find them -
Docking alignment tool
UbioZur replied to Kulebron's topic in KSP1 Suggestions & Development Discussion
Part of the Already suggested list sticky (the very first sticky of the suggestion forum) under user interface and named Docking alignment indicator. Currently you could use mod like Docking port Alignment indicator to do this. -
Vessel Recovery from Kerbin Ground
UbioZur replied to Kulebron's topic in KSP1 Suggestions & Development Discussion
http://forum.kerbalspaceprogram.com/threads/43498-Permit-a-recover-option-when-on-Kerbin http://forum.kerbalspaceprogram.com/threads/41930-New-Recover-Vehicle-Option-should-be-an-end-flight-choice http://forum.kerbalspaceprogram.com/threads/44539-Recover-vessel-from-esc-menu http://forum.kerbalspaceprogram.com/threads/42530-Recover-button-on-in-game-menu-If-possible All those already suggested vessel recovery are linked on the very first stiky name Already Suggested List, and are also easily searchable with the 3 keywords Vessel, Recovery, Kerbin. Please read the sticky before posting. -
Celestal bodies with axial tilt/obliquity.
UbioZur replied to El wonso's topic in KSP1 Suggestions & Development Discussion
Adding new planets (tilted or not) is part of the what not to suggest list under universe Also there is plenty of link of discussion and suggestion of new planets in the already suggested list (under universe) Please read the sticky and search the forum. -
I do believe than Squad will offer more tutorial once the game is finish. However at the moment don't consider anything to be added for the demo. Maybe that mod could help: http://forum.kerbalspaceprogram.com/threads/49919-0-21-1-Moon-Travel-Tutorial-1-0-0?highlight=landing+tutorial Alternatively you can get on skype with your friend. Set your ksp to windowed and share screen to show him. Then get him to get to ksp and walk him through while he practice. (or better just met and play together).
-
Auto-resource ferrying & More Launch-pads
UbioZur replied to iStickyDuck's topic in KSP1 Suggestions & Development Discussion
Your autopilot is part of the what not to suggest list as autopilots under Flight New launching sites is part of the what not to suggest list as More types of launch facitilies under Flight. For the edit suggestion. It would be better to make suggestion on different threads. and at the moment, the space center is more of a 3D menu, It's why there is no ship loaded. -
Save Maneuver Nodes Within Quicksaves
UbioZur replied to DannySwish's topic in KSP1 Suggestions & Development Discussion
Already in the what not to suggest list sticky. Please read the forum stickies before posting. -
In-game part welding
UbioZur replied to xtremeqg's topic in KSP1 C# Plugin Development Help and Support
Anyway guys, I didn't know it was a decompiler and that's why I did offer that, but since it's one, and it's against the rules, let's not talk about any other decompiler possibilities. humm I will have to try that and see if it's a better way to get the model info. -
Setting direction of deployed parachute?
UbioZur replied to kevmo314's topic in KSP1 C# Plugin Development Help and Support
have you try to set a rotation matrix4x4, and then multiplying it to your vector? -
In-game part welding
UbioZur replied to xtremeqg's topic in KSP1 C# Plugin Development Help and Support
Yeah I do use a mix of in game value and ConfigNode parsing, because not everything is available with the in game classes (well it's easier to get the cfg modules through the ConfigNode than through the PartModule variable). I know it is possible for one part to have several docking module to several nodes. the hardest part is that the undock button don't tell which port it is. Faark, it's not off topic since it's been asked by xtremeqg. Have anyone tried .NET Reflector, I have a friend who use that at his work when working with third party middleware. -
I would says you need two things if you stay stock: - a delta-v map (and understanding of what delta v is), there are plenty available on the forum (i.e. http://forum.kerbalspaceprogram.com/showthread.php/25360-Delta-V-map) - the equations: http://wiki.kerbalspaceprogram.com/wiki/Tutorial:Advanced_Rocket_Design it's fun for the first few time, and great to understand a bit more how things works, then it start being a bit long to calcul and test everything (to my opinion). So mod like Kerbal Engineer can process and display the info for you. And for additional knowledge, here are a few charts that the community have made: http://imgur.com/a/okuO4 http://i.imgur.com/dXT6r7s.png http://imgur.com/a/kfnng http://forum.kerbalspaceprogram.com/showthread.php/37327-Atmospheric-Landing-Charts-Pinpoint-landings%21-NEW-UPDATE-No-Protractor-Required%21
-
Pixel Latin Letters?
UbioZur replied to ReptilianGameplays's topic in KSP1 Suggestions & Development Discussion
Could you post a screen please? It is possible that it is a text encoding bug.