jrandom
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We absolutely need native VR support!
jrandom replied to jrandom's topic in KSP1 Suggestions & Development Discussion
It's not the disagreeing, it's the angry hostile tone with which they disagreed. -
We absolutely need native VR support!
jrandom replied to jrandom's topic in KSP1 Suggestions & Development Discussion
It has serious performance issues and the interface is unusable. For Kerbal, VR needs to be tightly integrated into the rendering system for proper scale and correct / usable interface display. On another note, it's nice to see that others support VR integration, as opposed to the highly-toxic initial responses I got when I originally posted this thread. -
We absolutely need native VR support!
jrandom replied to jrandom's topic in KSP1 Suggestions & Development Discussion
I remember when the Kerbal community was all in favor of amazing new things. I'm geeking out about the coolest computer interface gadget I have ever used, bar none. I want other people to be able to experience this! But nope. You're all combative. Angry. Unfriendly. I don't understand all the hate. But none of you will even consider the possibility. Okay, fine, I'll just go and you can all laugh and point and whatnot. But if you ever get the chance to use a Vive, just try it out. One minute of your time. -
We absolutely need native VR support!
jrandom replied to jrandom's topic in KSP1 Suggestions & Development Discussion
Yes. We. Do. Don't believe me? Go somewhere where you can spend some time on a Vive. I'm not exaggerating, VR changes everything. Especially flight. I know it sounds like I'm some sort of rabid fanboy, and before I actually used VR I too smirked on those singing its praises. I was very wrong, and they were very right. Games like Kerbal (once there are more games like Kerbal) and games that are open-world adventures are going to go through a revolution. Last night I sat thousands of miles above the rings of an alien planet with my computer desktop on a massive curved screen in front of me. It's the most sci-fi experience I've ever had. It's not "oh gosh I'm sitting in a painted room". VR gives you perfect depth recreation! And 2nd-gen VR (which should fix the one remaining issue -- resolution) will be the clincher. VR ain't going away this time. The tracking tech was that last hurdle to be jumped, and the Vive delivers. -
We absolutely need native VR support!
jrandom replied to jrandom's topic in KSP1 Suggestions & Development Discussion
I'm telling you, Kerbal is perfect for VR. Not doing it would be incredibly short-sighted and a mistake. I thought similarly to you until I actually got the thing (because I want to write VR programs). Total convert in seconds. With the Vive's incredible head/controller tracking, this is the gaming of the future. VR costs will only go down and the userbase will only go up. Squad should start adapting now instead of having to scramble later when they realize they're being left behind. Unity already supports VR. All Squad has to do is make some interface changes for VR mode and they're good to go. -
Got my HTC Vive yesterday, and one of the things I tried was the Kerbal VR mod. It only works in the cockpit and the head tracking is janky enough (just in Kerbal VR; SteamVR has butter-smooth tracking) that it's pretty much unusable, but the few minutes of flying in VR shows what huge potential this has for a game like Kerbal. And not just cockpit mode! Imagine the VAB / SPH with room-scale! You could walk around your vessel, scale yourself up and down, place parts by literally moving them into place with your hands. And flight! From 100% IVA to external ship views with the stars/planet(s) at actual depth with no visual discomfort. Please please please add native VR support with the proper interface adjustments! It would be the most jaw-dropping gaming experience ever.
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How to play KSP in Full 3D
jrandom replied to jhdgkss's topic in KSP1 Technical Support (PC, unmodded installs)
I google this every once in awhile to see if anyone's figured this out, but no one's been able to solve the depth issue that results from KSP's scaled-space approach. -
I'm trying to determine if this is just a mod conflict bug or a FASA bug: The large launch tower automatically stages all by itself right after loading up at the launch pad. This is with RSS/RO, 64-bit KSP under Linux.
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Would it be possible for it to not take a pod's build-in RCS into account when those thrusters have been disabled?
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Curious: So the "flames and whooshy noises appearing too soon" issue has to do with some internal subsystem of KSP not interacting correctly with how heat flow works in RO? Is this something that can eventually be fixed or is it a "we're dependent on stock behavior and it's unfixable" type of deal? - - - Updated - - - Clouds are broken until EVE gets updated, but there should at least be basic KSP atmosphere. Is it completely gone? Do you have screenshots?
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
jrandom replied to ferram4's topic in KSP1 Mod Releases
It's a good idea, but they'll still not read it.- 14,073 replies
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- aerodynamics
- ferram aerospace research
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Best way is to use CKAN, and install all requirements from there. Then you can mop up with the few that aren't in CKAN but are updated for the latest KSP.
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I'll see if I can come up with repro steps and screenshots tonight. And I was getting the problem with regular ol' cylindrical tanks. Edit: The problem is 100% consistently reproducible. I've posted over in the Procedural Parts thread, including repro steps, logfile, and screenshots.
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Linux, running 64-bit KSP w/ RealSolarSystem/RealismOverhaul. Other than this one weird issue, both Procedural Fairings and Procedural Parts appear to be functioning just fine.
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I've noticed a weird issue where if a fairing base (the kind you use to cover up engines between stages) is directly connected to the bottom of a procedural fuel tank, the fairing base will not be in the correct position after saving/loading the craft. I can get around this currently by using a procedural thrust plate at the bottom of the fuel tank, but that's extra mass. Is there a known fix for this issue?
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[WIP][1.0.5]* RSS Visual Enhancements (RVE)
jrandom replied to pingopete's topic in KSP1 Mod Development
Yay! So glad to hear you're making progress. RSS just isn't the same without your work. -
Have you tried installing RSS/RO via CKAN? That guarantees that all the correct dependencies get installed. Make sure you're not hitting any RAM limitations (eg. avoid 4k-8k textures if you're not running 64-bit on linux), and delete parts from mods that you don't strictly need. For example, I have both AIES and KW Rocketry installed but I deleted everything but the Engines and RCS folders from both. Procedural Parts will fill the fuel tank gap without spamming your VAB with a ton of parts. You definitely need RealismOverhaul, as stock engines, tanks, and fuels are made heavier and with less thrust to compensate for Kerbin's 1/10th scale. RO and RF give you lighter, more powerful engines / fuels as found in the real world. Playing with stock engines in RSS will be unnecessarily difficult.
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[WIP][1.0.5]* RSS Visual Enhancements (RVE)
jrandom replied to pingopete's topic in KSP1 Mod Development
The problem, as I understand it, has something to do with EVE not handling the renaming of planetary bodies? Is that correct or is there more to it than that? Edit: I think there's also issues with shader conflicts with Kopernicus or some such thing.