viperfan7
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KSP2 Release Notes
Everything posted by viperfan7
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Joystick support going to come with this update?
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How's joystick compatibility so far, has it been fixed yet?
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Release KSP2 Release Notes - Update v0.1.1.0
viperfan7 replied to Intercept Games's topic in KSP2 Dev Updates
So, still no proper joystick support I assume? -
It would be nice to have some form of communication like, say, what the factorio devs did, the friday update. The game was released in a state that, well, it shouldn't have beem it's even lacking basics like proper joystick support, which, well, that kind of shocked me. And yeah, I get it, it's early access, I remember when I had bought KSP1 when it was still only 15$ and wasn't available on steam. I'm not stranger to EA, but even that release had joystick support. It would go a long way to sate people to get things like weekly dev logs, or things like that
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Or, the proper name would be "Graphics remover" since all it does is disable certain things, like water
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- why???
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I'm just hoping they're going to release the API documentation before mod support is actually released. And I REALLY hope they communicate things, I get it, it's the weekend after release, they need the weekend off. But I do hope we get at least weekly dev updates
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The Mess Has Started - Two Different Mod Loaders
viperfan7 replied to linuxgurugamer's topic in KSP2 Mod Discussions
THing is, all these mod loaders will be obsolete when the official mod support is released , I'm not overly worried about splitting the community with the two modloaders even if that wasn't the case, since you can actually have an abstraction layer between one of them to use the other tl;dr; Once official mod support is out, it'll all be moot -
BepInEx for KSP 2: Adding modding support to the game
viperfan7 replied to bbepis's topic in KSP2 Mod Releases
I wonder if someone can re-create advanced fly by wire for this. The stock input manager is woefully inadequate -
Very much agreeded. It'll be better to stick to bepinex, or possibly make this a plugin for bepinex as an abstraction layer
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It might not be as easy as you think. Increase the offset from the plane and I bet you'll have a bunch of floating scatters. Could use the planet's surface as a culling plane, that might work
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Is that a "No never" or a. "Just wait until the game is released and has proper mod support why don't you" Edit: durrr I'm an idiot, I just saw your post, yeahg, it's kind of silly to request mods when we don't even know what the modding API will look like
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Screensaver mode! Add a button that will hide the menus when on the main menu so you can just have the background running. THe menu re-appears when any keyboard or mouse button is pressed
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Is there underwater terrain in KSP2? Would be nice to have buoyancy calculations and ballast, that's for sure
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some complaint about KSP2
viperfan7 replied to Max_Xu's topic in KSP2 Suggestions and Development Discussion
I doubt this [Snip] -
Flight/throttle Controller support
viperfan7 replied to Midiean1's topic in KSP2 Suggestions and Development Discussion
I just hope they allow for far more inputs than KSP1 (Maxed out at 16 buttons, and something like 4 axis) -
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
viperfan7 replied to politas's topic in KSP1 Mod Releases
Yes, the GUI renders properly still but all input is ignored -
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
viperfan7 replied to politas's topic in KSP1 Mod Releases
No one disagrees that its spacedock's fault for not renewing their certs, just that there needs to be better error handling on CKANs side, any error turns into a hardcrash, at least add some way to avoid the error until; better handling is implemented, its likely my biggest issue with CKAN, the error handling is just awful -
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
viperfan7 replied to politas's topic in KSP1 Mod Releases
I have a couple suggestions for CKAN. Add an option to ignore SSL/TLS cert errors, mostly because spacedock.info doesn't auto re-new its certs, but is handy for other things, current implementation just breaks CKAN when there's no valid SSL forcing a restart of the program, which is a fairly major bug. And a far more complex suggetion, a new way of handing addons that were installed externally As it stands, CKAN doesn't play well when you've already downloaded something, I suggest when it detects a file already exists, it compares the MD5 for the existing file and what it's overwriting, if all files match, it adds the addon to the list of installed addons with no further user input. If they don't, give the user an option to overwrite or skip, instead of the current implementation of halt everything -
[1.1] AFBW v1.7-beta (Joystick & controller mod)
viperfan7 replied to nlight's topic in KSP1 Mod Releases
I would still say adding the capability to set the zero point for inputs would be nice, this way you can do things like have 2 different flight modes eg. one mode throttle behaves normally, another mode behaves more inline for docking where 50% is zero -
[1.1] AFBW v1.7-beta (Joystick & controller mod)
viperfan7 replied to nlight's topic in KSP1 Mod Releases
Interesting issue with using the X52's throttle with this mod, it only detects the upper half of the throttle movement, due to the throttle being read -1 -> 1, 0 on the throttle axis is 0 throttle. Perhaps add a way to set the origin point for axis bindings? Never mind, its fixed by calibrating it -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
viperfan7 replied to bac9's topic in KSP1 Mod Releases
So far the only thing that seems to be broken is CKAN thinks its incompatable- 4,460 replies