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Abram730

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Everything posted by Abram730

  1. Thank you sooo much. That is exactly when it happened.
  2. Thanks. I guess I should have looked at the dev build before opening my mouth :/ How far along is v1.8.0 in terms of KSP 1.0.2 compatibility? Thanks again for the wonderful stock part revamp.
  3. If you aren't aware PSA: http://forum.kerbalspaceprogram.com/threads/119873-PSA-to-Part-Mod-Authors-Please-Distribute-Textures-as-DDS-if-Possible PS: I really love this mod... Thank you for making such an amazing mod VenVen.
  4. If the mod used DDSLoader this wouldn't be an issue. That's why I brought it up. Would be a hassle for Astronomer though.
  5. jool1.png and joolLayers1.png are white clouds. You could color shift them. Try different shades of green. - - - Updated - - - Paint.net can be used to make the compressed dtx files. It's deffinetly a bit on the involved side of things as you can end up with flipped textures and such. Something for Astronomer to consider. The default loader also leaks as I hear it, so that's another reason to do it, but it is work.
  6. Using DDSLoader would prevent a lot of the crashing. That is the files will be sent directly to VRAM and not crash the game by being in regular RAM. Much faster loading too.
  7. Any plans to add EVA support? That is to be able to use a controller to move Kerbals around outside of the vehicle or to be able to use the keyboard to do that when the mod is installed?
  8. Diagnostic mode. This would be used as a full feature interface. This would have far more information, information that would normally be in the way and obstructive. Why? Well to fix and setup systems on a ship that that has been launched. A debug mode if you will. - Access to control groups. - Primary control point choice. - fuel pump draw: even vs far tank first(replaces fuel transfer mechanic of normal mode). - A platform for later management features not required for normal flight, rather debugging of design and problems resulting from modular designs.
  9. I'd say get it working on PC and pitch the idea to MS of a game that almost requires Microsoft surface. It would get you more up front funding as they want to push that. That is you build ships on surface and control them on Xbox. Also there are some great systems I'd love to see in this game that would be prohibitively expensive to develop, but could be developed as middleware so long as they could be pitched as cloud services. Physics simulations that can be simplified and exported. For example if you did a flow simulation at a few speeds to determine aerodynamics and then simplified that to input vectors of force relative to velocity and atmospheric density. Well that system could be used as a cloud service for other games and thus adds value and that value is funding leverage. Partner up with others to add applications like animated exports of real physics simulations. A client server model for consoles. Could be adapted for pathfinding for large mobs. There are ways to grow with reduced capital risk. That is spread dev costs of systems across other games and on the $ of others with more $. Publishers are basically umbrellas in a digital age. They want exclusive tools that give all their devs a competitive advantage. Heck you could pitch the game to NASA as a way to build interest in a space program and get some help. It wouldn't be hard to get tens of millions without offering any share in your game.
  10. A) Make a sim. make it fun. C) Profit. A) functional but need work. Absent(career mode). I'm talking from a broad appeal perspective. I am having a blast but most people are not creative thinkers and need a breadcrumb trail to follow and some drama. The Kerbals will make it fun for the masses and the career needs smaller steps with more help. Also I'd like the economics of gaining constraints of a funding budget. They need to have the underlying game finished for beta. At that point it's all about optimization and new parts, ext.
  11. 10: "I'd love to be able to put it through a wind tunnel." The game doesn't currently simulate aerodynamics. A system to run a air flow simulation(Vector field?) at a few speeds and extract say values applied to parts and perhapse using textures to indicate direction and intensity would be great. A "wind tunnel". RGB = XY and Z as force. Show as arrows XY with Z intensity as a color or just skin it using Z for intensity. LOD of textures could be used for speeds and using textures opens up GPGPU later. A simplified input could be applied in flight as drag and directional force. could stiffen or break them.
  12. Programmable probes would be better IMO. That is the ability to set a maneuver and have the probe "try" to do it.
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