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Superfluous J

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Everything posted by Superfluous J

  1. How would the modder even know? Can't care about something you're not even aware of. That said, I don't think legally (at least in the US) you're in any way restricted from modifying the code in any way you see fit for your own personal use.
  2. Earliest I recall (and most common to this day) is "MechJeb is Cheating." Please don't opine about whether or not it is, lest this thread get closed down. I'm listing it here as an example not as an opinion.
  3. As this map shows, it's about 2270 to a 10km Tylo orbit. A 50km one won't be that much more. 2500 should do it. 3000 will do it with no problems other than leftover fuel.
  4. So you want the game to implement your cheat (you word) so you don't feel so bad for doing it?
  5. For All Y'All I'm thinking of tightening up the UI a bit, to allow both more (and more varied) functionality and less spam of lines in the right-click menu. I already feel bad that I add 2 lines per part, and any more functionality could increase that even more. Ideally, I'd like to modify (or replace) the current single line to keep things tighter and easier to use. A picture is worth a thousand words, so in lieu of writing 3,000 words here's what I want in simple pictures: What KSP Does Now What All Y'All Does Now What I Want All Y'All To Do I THINK that what I need to do is remove the current KSPEvent that implements "Extend Panels" (which I don't know how to do) and add my own KSPEvent-type-thing that implements the original functional button and also adds the two new buttons that do their jobs (which I also don't know how to do). Could anybody offer any pointers on any of these things? I've got the "how do you extend all panels" and "how do you extend all of the same panels" part, but not the "how do you modify the UI to put buttons where I want them" part.
  6. If that page is more than a year old, it doesn't even take aerodynamics into account. Just looking at that pic tells me it doesn't +1 to @Randazzo's satellite. Early career with small stuff, the BACC really shines. 5 antennas? You need 1. If that. 3 large batteries? Try 1 of the smallest, if that, and really just the OX-Stat panels is enough. Monoprop? Totally unnecessary, as are the RCS ports. In fact they'd probably make a satellite that small HARDER to control. And that final decoupler is unnecessary as well. If you don't tweak it down to 0 then your satellite will get (somewhat hilariously) THROWN out of the orbit you put it in. And if you DO tweak it down to 0, then your fuel tank will hang out close to the satellite and be space debris. Plus, if you ever want a satellite somewhere else, you may be able to repurpose this one if you leave it with some fuel and an engine.
  7. I find this interesting. As a long-time open source user, and almost-never open source (or closed source) writer, I was not aware that this was the case anywhere. Coming from just looking at modders, I can say the custom has always been that it's better to have something that may (but very likely won't) vanish than nothing at all. I wonder if the difference in paradigm is because modding is more transient. People get bored of games and move on while you can use the same utility programs for a lifetime.
  8. It seems "DockingPort45" was way too restrictive when trying to dock anywhere other than on the launch pad with simple, tiny, light craft (generally composed of a structural element and a docking port). I have modified it, removing two of the five "9"s in the captureMinRollDot setting, making it 0.999 instead of 0.99999 This is reflected in the original post AND in the download.
  9. This plan would surely cause less mods to be abandoned. Because they'd just not get written in the first place.
  10. I didn't thoroughly test that code (with the 5 9's) when I wrote it for my modulemanager config. I don't think it ever went into orbit or used large ships, just some launchpad testing with small parts. It's been months and quite frankly I don't even remember why I went that far (it may have even been on the suggestion of another person). If this works far better (which it seems it does) I'll change it in my config.
  11. From their thread: "Kopernicus is a KSP add-on that allows for modification of stock planets and the creation of new planets via modification of the system prefab. Why is this advantageous you might ask? Previous planet adder mods, such as Planet Factory, modified the live planetary system and had to keep multiple hacks actively running to provide these worlds. We strive to provide the least hacky solution by introducing planets into the game in the exact same manner Squad would."
  12. Because hard coding is easier It's on the "Some day maybe" list but I have no idea how to even do the stuff on the "until I can call it 1.0" list. Making the code generic enough to allow a config to apply it to other parts is WAY beyond my abilities right now.
  13. Check out Environmental Visual Enhancements. It's currently under active development and looks stunning. There's even a beta for the 1.1 prerelease. For planets, I am in love with New Horizons. It not only adds new planets but gives you a few traversal challenges that aren't in the stock game. By the way, I'm impressed that you sapped the system of destinations in a month. That took me over a year.
  14. Posts like this are why the "Like This" button should instead say "I agree".
  15. It looks from the video that he's running it in 1.0.5 (the right click gui is attached to the part, not to a line) so I'd say it does work in 1.0.5. I've not tested it though. It's simple enough that I'm not surprised that it seems to work, but with all the gui changes I'd not have been surprised to find out it didn't either.
  16. I'll bite. So what you're saying is that by giving you free stuff that's so good, these total strangers who owe you nothing (ignoring that a better argument could be made that YOU owe THEM), should be indebted to you to keep working on this free thing no matter what happens in their lives? This may be the best title of a thread ever. Because that assertion takes quite an ego. (I've been burned on this before, so I'm going to add here that the topic of the thread as I write this is "On the topic of ego")
  17. Hm. If they're just defined areas maybe we can un-define them. And by "we" I mean someone who knows anything about how models work in Unity.
  18. If the joints were so weak as to require more than a few struts here and there, I'd agree with you.
  19. You would need an infinite number of engines to make the fuel ducts transfer at an infinite rate. "Moar fuel lines" seems like a really good way to increase both the part count and the micromanagement of craft without actually adding any gameplay.
  20. I like it, though I won't use it much. I'd be much happier with it if there was a way to only have it happen to windows.
  21. You can only transfer to Steam if you bought it before Steam was an option (as you did). Anybody who bought from the store after KSP was available on Steam cannot transfer.
  22. It's in the title, but I'll add it to the post as well. In the string of numbers it's easy to miss it or wonder if it's even referring to the KSP version or not.
  23. It might work with 1.0.5, I haven't tried it. It shouldn't hurt to try. It was written for 1.1 though. I have no plans to offer compatibility with 1.0.5, as it's weeks (if that long) before that work would be rendered useless.
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