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helldiver

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Posts posted by helldiver

  1. The cryo effects for the main engines etc aren't showing up for me. Is this a known issue or is it a problem everyone knows about? Just FYI!

    Ok, there seems to be a growing number of posts that say "Is this a known issue?".

    Earlier someone asked how they tried to redo a texture in Paint.net (no idea what that is) and they had bugs... they also asked "Is this a known issue?"

    Here are the list of known issues which should be in the OP towards the bottom:

    Known Bugs


    -0.24 64bit not fully supported.

    -KSO Standard, Ladder animation may still skip between scenes. We're aware of the problem and have a fix.

    -KSO 25 may have RCS Yaw control issues while in Zero-G. This is an ongoing balancing process like all previous phases. Turn off Rudder RCS (should be in action group default Key 7) for improved Yaw control in space.

    -KSO 25 Moon Door docking coupler may be flipped in the RPM Docking CAM.

    -EVA option may be unavailable on a module when first docking it. You will have to quicksave and either reload the save or exit the scene, and then return to the space craft using the Space Center.

    -Observation Module Laptop buttons 1,2,3 (Numpad) will sometimes not work. EVA in and out of the Observation Module, or EVA into another module should clear the bug.

    -Laptop screens may show an "Error Bad Redirect" notice when first loading. Hitting the Menu key should return you to the RPM main screen. If you are unable to access pages or the laptop becomes stuck, Quicksave. Exit the
    scene (goto the Space Center) and reload the spacecraft with the laptop, this should clear it.

    -Some Linux and Mac users may experience a bug where their ADI and HUD are dark and almost not visible. We have not found a solution to this bug but are working on it. You can turn off the HUD by looking at the pit panel shroud and clicking on the PWR button.

    -Due to how fuel flows in KSP, when constructing a new Standard KSO you must start with the Cockpit, when building a Super 25 you must start with the EFT first. This is not a bug, but intended.

    -You must extend the airstair before EVA's while landed on the ground. There have been reports of the distance fallen to cause a Kerbal to die, although we haven't witnessed any deaths from falling at the height, but are looking into this issue.

    -Station Service Tug will not fly straight or translate properly with its RCS Arms extended. This is working as intended. If you want to maneuver the tug around, you must retract its arms. It will only maneuver properly with its arms extended if it has a weight,.. duh...

    -The KSO Deadly Re-entry, or Ferram Aerospace. Compatibility with these mods was never intended. Users have reported that the KSO works alright with them but you may experience over-powered flight controls, parts breaking off during re-entry, or heavy-non responsive flight characteristics. Configurations are an ongoing process. Version 2.04 provides improved MechJeb and FAR support but it is still rudimentary. Please post on those mods threads for instructions on how to use those mods with the KSO.

    If you have an issue outside of that, there is zero we can do.

    -Cryogenics is not part of this mod. Early on, on some of the videos Nazari tested the effects. We discovered a bug with it so it was a feature that was cut midway through the S25 development. However, there may be some left over Cool Rockets configs or files. If you see some videos or screenshots of Cool Rockets effects, that person may be using an older config, they may be a tester, or they may have "wired it back up". In other words, if you know what you're doing, the transforms and systems are there for you to install Cool Rockets and get it to work. However we cannot support or help with that.

    -Painting and texture help is not part of this mod. If you need help making textures or editing TGA files and such, the best location is the Modeling and texturing forum.

  2. hmm for the rover delivery i can only say two things, one if you want us to build a rover delivery system for ourselves, you could just simply add 2 or 3 extra nodes for mounting and two you can make a really simple one by having a cage-like mount much like that of RoverDude's Pack Rat and then just leave the rest to the players...

    just saying...

    Pretty much. I believe that is Nazari's plan once he starts getting it into KSP.

  3. Phase IV

    -Phase IV, a.k.a "Service Vehicle and Rover Pack" is almost finished

    -IVA about 80% done, just got to do a few bakes to get the shadows from the MFD screens.

    Now for some bad news

    I decided I will not be doing the rover delivery vehicle/module. Nazari will try to put one together using stock parts if possible. Otherwise I'm leaving it up to you guys to put one together and be creative :D

    The main reasons for not doing one is:

    --Too much time. Phase IV is already long overdue and I can't keep delaying the project.

    --It requires too many additional parts which cuts into the above point. I.e. the delivery module would have required: Custom radial engines, custom RCS, a custom Rover container, as well as numerous other parts (couplers/decouplers, etcetera). I just don't have the time or enthusiasm to put all that together and stall the project further.

    --We do not have an experienced programmer and/or I just don't want to earmark the additional time plus add another DLL to the download just to have some custom Rover delivery system.

    --KAS as well as IR and other mods are out there that allow you to do a Rover delivery module anyways. There is no need for me to waste time and resources reinventing the wheel.

    There is no need to post or PM suggestions such as "Well you could do XYZ" and so on. The decision is final and the rover is in the can (meaning it's done). Phase IV needs to be out already.

    To do

    -Finalize IVA

    -Finish colliders

    -Get it in game

    -Finish Phase IV features

    -Testing

    -Release.

    K7gEphB.jpg

    X13EXox.jpg

  4. Hey all!Do you think robotic arms would work with this mod?If yes,should they be added?Currently I dont see a point in docking a shuttle to a station,while if we had robotic arms we would be able to dock,and install the new station module.Just an idea,tell me what you think!

    P.S:Cant wait for phase 4!

    I believe Infernal Robotics with Tweakable Scales should work (you'd need both mods). I believe the mod author of IR, fixed it so that it's compatible with TS and KSOS. Best to post in the IR thread, but I know I saw the mod author post pics of the Super 25 with a robotic arm attached. From the videos I've seen, it seems more difficult to use the IR arm to install things, then to just use the SST to ferry station components into place.

    BTW, most if not all of us have built our stations using the KSO Standard/KSO 25 with SST without issue. It's actually quite fun and adds a whole new gameplay element :D

  5. Nit pick: The Orange scheme on the chopper, is for testers only last I knew.

    That's correct, sunburn schemes are for testers only.

    For everyone else, you'll get Black Widow both with Kim Kerman on the side and without Kim Kerman on the side :D And it won't be a limited time download.

    Schemes included:

    KSP Default

    Black Widow with Kim K pinup on the side

    Black Widow without Kim K on the side

    Kerba-Life Medical

  6. Phase IV delays

    Just wanted to let everyone know that phase 4 will experience some further delays as I'm currently away from my PC.

    Everything is triple backed up and safe.

    To do

    -Finish Rover IVA

    -Send latest P4 build to testers.

    -complete installer with FREEMAN

    -release

    (the delay to the project should be a few days to a week at most)

    Thank you everyone for understanding and for the great support!

  7. Personally I wouldn't mind a universal standard location. Helps with mod exposure and such.

    However, I'm quite content on keeping my stuff on Mediafire since it's easy for me to drag and drop updates and changes in a matter of minutes.

    That being said, really wish KSP would go the Skyrim route and have the majority of their stuff on the KSP Nexus and use Nexus Mod Manager. :D

  8. Helldiver, do you plan on doing a lander craft that could fit into the KSO/Super25?

    Why? Isn't there enough parts in the VAB stock to make one?

    So do the wheels on all these snazzy little guys have a broken state or do they simply get vaporized when going too fast?

    Explain how exactly do piano wire wheels blow out? :D

    4679230355_45f86ab674.jpg

    Let alone how does a Kerbal repair that thing?

  9. It's coming....

    M0Ntv1O.jpg

    -Yes, it's based off a dune buggy, as I said on the stream and on here. I don't like the way real moon buggies look. Besides, there are tons of rover kits available to download, plus you can make one using stock parts. So, if I was going to make a moon rover, I may as well make it in style.

    -Ignore the MCE Rover Cellular Antenna, as that is part of MCE.

    -Rover comes with: 1 Wheel assembly, Chassis, Body (4 Kerbals), KAS/Utility module, Auxiliary Power Supply module, Liquid fuel module.

  10. I have ran into a configuration problem I am posting this into the three mods threads involved Space plans plus Active Texture Management 64 bit aggressive, And KSOS (here). With JUST these three installed something happens and it crashes on load. It Might be that KSOS and SP+ Modify the firespitter plug-in in there own ways making them incompatible with each other. If logs, are needed let me know and i'll get it up here asap.

    I have found the the recent updates of the main game program, the 64bit version or a KSOS update has changed the manner in witch the Super 25 flies. I have found it to be quite nose heavy also even with the SCE hotfix inplace. I do wonder if that accidentally change really messed up the stock flight profile of the Super 25.

    I think there was a mechjeb adjustment dll some pages back for something like this but when I asked were it was placed noone responded. The filename was something like MechJebKMGimbalExt.dll I think it "might" have something to do with the Gimbal control within mechjeb.

    The hot fix restored the flight values back to pre-3.10 values. I tested it and was able to do a go around without issue.

    Test with 32bit -without- Active Texture Management.

  11. I'm not sure what happened there, after I parked the fire truck there I went back to the hangar to try a patrol car and when it loaded it was really lagging bad, so I reverted to the hangar and when to flights and when I came back to the firetruck the wheels were gone, I haven't had a chance to quit the game completely and reload, but I'll let you know if the wheels come back!

    That usually means you have outdated craft files. May want to delete them all and rebuild them.

    I will double check.

    Note to testers

    Yeah, please rebuild the vehicles. They are still 0.23 and may have node attach errors.

  12. Hey there, I'm constructing a shuttle like spaceplane with parts of KSO, SPP, B9, KAX and at least some stock parts, for flying with FAR.

    I would really appreciate some help with this.

    It's a display bug, it should be fine.

    I'll be streaming tonight, mostly so Nazari can make fun of me crash the Kerbostar. Will be streaming at 6:00pm PST. http://www.twitch.tv/fanbus

    Notice

    -My streams are not "Lets play streams". They are simply development streams.

    -KSP isn't very stable for me so odds are there will be lots of crashes.

  13. My personal opinion is that rude feedback helps people to acknowledge better what they are doing wrong, if you just say it nicely, they are like "lalala, whatever, i still think it might be better my way". Anyway, I don't argue this is good or everyone should be like this, so it doesn't matter.

    Right, but that doesn't happen. Check this out. I used to be one of the overdraw artists on the "Character Overdraw" thread we had way back when on Polycount. Student artists would come in, post up their character and we'd critique it by putting big red lines all over their screenshots. Some of the students would say "but I like it like it is" even though it was obvious their character didn't follow proper anatomy, edge flow, or topology. Meanwhile you had students who would take the overdraws go back and fix their work.

    The ones who would go back and fix their work improved. And you could see it, eventually landing them internships at studios. The ones that didn't do it, hardly improved, but eventually would go back in and make the changes.

    None of us ever took a harsh tone towards anyone's work (although one of the anatomists did flat out tell someone "if you're not going to take the critiques, there is no use in posting your work here."). We constantly critiqued each other's work. Shared techniques, redraws, talked about new technologies, as well as new methods of doing old things better.

    CGSociety works the same way. Both CGSociety and Polycount are industry artist forums where students, interns, industry artists, come to share their work, portfolios, project art dumps and so on.

    All of you talk about how we all must be nice to each other and give constructive feedback etc. Ok, I don't disagree with you, maybe that would be nice. But you are just talking about how you would want things to be, while I'm talking about the things really are and they are not going to change, this is how people are and topics like this and things that you are saying are not going to change them.

    Constructive criticism does not equal being nice. It means being helpful and ultimately improving your community. Because maybe through your constructive critique you'll have another awesome mod that you wouldn't have the time or motivation to do yourself.

  14. Ahaha, 5 pages. If everyone tells you that your mod sucks, maybe it really sucks. "Boohoohoo, but I did it for free", yeah, so what, do you want to be venerated by everyone because you've done some crap for free?

    Sure I agree, people should have a tougher skin. But guess what?

    As a former teacher, telling someone how bad their project stinks doesn't help them. If someone spent months working on a mod and it's terrible, the part I see that is valuable is that they had the time and dedication to at least try. This could be better if you instead did this. Or give them suggestions on how to improve it. Going all derisive and telling them how badly it sucks, doesn't help anyone. If anything it hurts the community since not all modders have a tough skin.

    If you are a good developer, even if this sounds strange, you should never listen to feedback. Just an extreme example, think about Blizzard, do you think they even read the feedback? Yet, they have some of the best games ever made (WoW and Starcraft 2, they are like the only MMORPG and RTS that deserve being played, other games of that kind are not coming even close to this two). And look on their forums, people say all kind of crap about the new dungeons, about the future dungeons, about balance in Starcraft etc. Do Blizzard ever listen to them? No. Because they are professional and confident that they are the best, it's not like the people on the forum are smarter than them or better than them at game design or anything.

    None of this is true. The best developers listen to feedback. The best artists listen to feedback. The worst games that have flopped on release... guess what? They didn't listen to feedback and stuck to "the vision". I know this first hand.

    Blizzard has an entire team dedicated to community relations and feedback aggregation. They have community relations managers, run surveys, and have community involvement programs. I was part of a feedback program they had early on in the game. Believe it or not it's due to community feedback that a lot of changes that have occurred with the game have happened.

    I think I'm pretty good at what I do, but even I listen feedback. The only way that I can get better, is by listening to what others think of my work.

  15. It's an exaggerated view*. Some kids whining on the KSP forums is nothing compared to what you're going to experience in the industry. Of course, we don't want anyone to be singled out here or made to feel bad, but the (pathetic) ranting/abuse is really part of the journey to being confident in your work and working within a company.

    *I want modders to be exposed to this still, it's a lesson that is needed. There shouldn't be special rules/cushioning/hiding of more extreme views.

    Don't take this the wrong way. But you're not teaching, or qualified for that matter to be giving out any lessons in that regard. Why?

    Because the treatment by a Mod Using community of a Mod author is the same as the treatment of a Game Using community of a Game Developer. There is no difference what so ever.

    I've gotten rants about a character model I've made after slaving away for weeks on it, just the same as I've seen forum threads about a character I've made under contract for a game company. It's exactly the same.

    You could apply that to programming as well (For example, MechJeb), or pretty much any project that requires: talent, patience, knowledge, and skill.

    The only difference between a Mod and a something produced by a Dev, is the exchange of money. Which the line can be blurred sometimes depending on the game (there are for-pay Mods for FSX just the same). I could argue that do to donations, even mods here can blur that line as well. So even using that as an example doesn't apply.

    Now if you want to make a distinction regarding quality, it becomes a whole other matter. So are we to say that less respect and understanding should be given to a mod that simply does a few armor/texture recolors compared to say a mod that adds 5 hours of additional content including new graphics, animations, and gameplay assets?

    Why am I not making sense? I wanted to point out that modders don't need extra cushioning to somehow "compensate" for abusive posts from others. If you disagree with a modder or don't like something about their mod, just tell them in a normal, respectful tone, and they will listen.

    Oh you meant, the mod using person doesn't need to cushion their posts at the Modder? Ok I understand now.

    Somehow I got confused with a modder needing cushioning in regards to a moderator handling their thread. Dunno why I assumed 5thHorseman was a moderator (probably the big green bar). But I go into further detail below.

    I have not seen this with KSP, but in another sandbox game that I enjoy. There are certain modders who do "abuse" the community. Stolen art assets from other projects, users with legitimate bug reports being met with derision, even mods that deliberately break other mods. Just as users feeling entitled to a modder's time and energy is bad, so is a modder acting as if they're above the rest of the community. The respect has to be earned by and shown to both sides.

    This response is to all three:

    -The same exact courtesy and respect afforded the Developer should be afforded the Modder. No difference what so ever.

    -Now if a Modder is disrespectful, derisive, and abusive, it would be obvious to anyone that such respect is lost. However, this is no different than if a Dev acted towards the community the same way. No one makes exceptions towards one or the other. You do have some leeway with the Dev by not buying more of their games.

    Just as users feeling entitled to a modder's time and energy is bad, so is a modder acting as if they're above the rest of the community.

    They aren't equal. Don't you for a minute think that someone who spends months working on a mod is suddenly just as open to abusive comments and threads as someone who just downloads and installs a mod. "Boo hoo, I spent my time downloading this mod, therefor I demand the same attention and courtesy as the mod author". That's a no, and speaks of narcissism and self-entitlement. Even as recent as KSOS, I've had a few folks like that come into the thread thinking they are John Wayne, not realizing the amount of work, dedication, and commitment that goes into such a mod. I usually by ignoring them, or directly tell them to not download the mod.

    Now then, if a modder is deliberately being abusive, then sure, I understand what goes around comes around, by all means. But that's not what this thread is about.

    This thread is about KSP and KSP Modding. It's not about The Sims 3, GTA:4, Minecraft, or any other game with toxic communities.

    I have never seen, Bac9, Snjo, Sarbian, Rbray, or any of the major mod authors be abusive to KSP community members. Even junior modders for the most part have been very respectful.

    So the idea that "Modders can be just as mean and disrespectful to the community (because it happened in XYZ game), therefor it's justified for the community to jump in their thread and rant or make demands" is false and a propositional fallacy.

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