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KSP2 Release Notes
Everything posted by Kerbart
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Radiation, explained for general public
Kerbart replied to RainDreamer's topic in Science & Spaceflight
I'm going to sound like a broken record here, but I will until it sinks in. Will people listen to what you're saying? No. They already have an opinion. It's wrong, and it doesn't matter. The nuclear industry keeps shooting itself in the foot by lying about danger when there is danger. That creates a trust issue. Someone who claims to be an independent scientist is claiming that it's safe. Been there, done that. Why would John Q. Public change their opinion based on that? You can argue over what to say once you've gotten through the front door, but that ignores the fact that you won't get through the front door. -
SpaceX appeals to the younger generation. The ones that will be the future, so to say. NASA and it's traditional subcontracters are happy to say “Mars? Yes, we'll start working on the concept for a timeline. That concept should be ready in five years. Then we'll need ten years for the actual timeline. Give us another five years to come up with the initial specs after that. In all, we'd be ready to have a proposal for congress around the early 2050's, we hope” I'm always amazed that we got to the moon, basically starting from scratch, in less than 8 years. And then there's Elon Musk with a “yeah, you guys make up your mind. I will be building the damn thing in the meantime, ok?” attitude. For a generation where instant gratification is the norm, SpaceX is refreshingly appealing. Starry-eyed perhaps, but the greybeards of the old guard should really stop thinking in decades and centuries when it comes to development. Ain't nobody got time for that!
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Problems with wheels (and to a lesser extend, legs) have been menioned in the DevNotes ever since work on the Unity5 engine began. I don't think it's a problem that can be solved in a few weeks. Releasing now has the advantage that in a passionate community you will find a few individuals like @GoSlash27 who actually try to find a solution, and at the very least their input will help Squad in figuring out how to solve the problem. Given the acidic environment around the Steam-only (for technical reasons) prerelease I'm sure Squad reasoned that “the community” would rather see a bugged release now than a fixed release three months from now. Ancient proverb says be careful what you wish for, you might get it.
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I don't know a lot about Kopernicus or SE. You have been "programming Planets for years," but do be aware of the Dunning-Kruger effect. I do know about tutorials, so I can comment on that. Let me start by congratulating you on taking the effort of making a tutorial. It's a great way of giving back to the community! I do think that there are a few points that can really boost your numbers of return viewers: Don't start with the opening screen of a game and talk for minutes. "Talking Heads" refers to the completely boring visual content of talkshows and that is actually more exciting. Why not showcase some of the planets you made (showcasing in KSP) while introducing the process? My eyes will chase the mouse like a cat. It's very nervous to jiggle the mouse around for no reason. Only move the mouse when there's a reason for it. Zoom in on a dialog when you're explaining it. It's hard to make out what you're doing in those tiny dialogs When going over a dialog, move the mouse slowly. In fact, set your mouse speed to the slowest your system allows; it prevents mouse racing and filling out dialogs faster than your audience can follow. In line with that, don't blitz dialogs. When going over options people can type, list them on screen. Don't type them in a miniature textbox, especially when you're overwriting them half a second later with a new value making tutorials is praiseworthy but it's hard. Practice makes perfect! Be critical on what you produce, and ask yourself the question: would I show this to my boss/teacher/coworkers/classmates? Good luck!
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Science Labs in 1.1
Kerbart replied to Fortunateson1969's topic in KSP1 Gameplay Questions and Tutorials
Theoretically no limit, but you'd need scientists to populate all those labs. That's a significant limit on that strategy. Still it's good that a potential loop hole was closed. -
The game allows (and for some of the examples I give, allowed) for certain things that you just know don't work in reality. Flying through the atmosphere at sea level doing 3000mph. Coming in straight from Minmus hitting the atmosphere at an 80° angle and slowing down from mach 20 or more to 0 in just a few miles without ill effects. Whacking your rocket into a 45° angle at 10,000m despite going twice the speed of sound at that poin. Using a lander can (“This capsule was designed for lightweight non-atmospheric landers”) for atmospheric re-entry. And so on. I try to stay away from that, as a rule. Especially during the 0.90 and 1.0 transitions there were a lot of complaints on how the upgrade "broke" a save as existing vehicles were now unable to launch or re-entry. Never had many issues with it.
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I don't think that this is an issue of bugs slipping through the cracks, pre-release testers not noticing this or Squad ignoring it. If memory serves me right, landing gear and wheels has been mentioned in about every DevNotes post and I suspect that it has Squad's maximum attention right now. Apparently it's simply not that easy to fix. With all the other 1.1 work done (well, most of it at least) Squad was likely facing the hard choice of delaying the release for an unspecified amount of time (likely resulting in “they're not doing anything” complaints) or go ahead and patch it once they have a solution. Although, if that was the case, some communication upfront (there are issues with the landing gear and legs. We're working on it!) would have been helpful.
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How many people can the Earth hold?
Kerbart replied to Spaceception's topic in Science & Spaceflight
“In the future, when we look at this thread, we will clearly identify a post where we can say and that is where the mudslinging began” -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Kerbart replied to TriggerAu's topic in KSP1 Mod Releases
That was a lot quicker than expected—I wouldn't blame you for a two-week “and now I'm going to touch no KSP related code at all” hiatus. (Or perhaps longer, depending on how hard the 1.1 delivery was). Fishbreath's patch was doing just fine as an in-between stopgap (thank you, @Fishbreath!) but seeing an official release of what I think is one of the most essential mods (right there with KER and Chatterer) so quickly is awesome! Thank you! -
I don't think offset works that way. From what I understand offset placement is merely optical, not physical. That would mean that for the drag model, those fuel lines are still on the outside. Something to experiment with as well, perhaps?
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The issue is that the method for placing buttons has changed (I think). Somebody forked an updated version that fixed it and posted a link in the release thread. Once TriggerAu has recovered from the gruesome release grind I'm sure he'll post the official update but for now this one will do. (Protip: "follow" the release thread of your essential mods. I don't think it gets more essential than KAC). As for the buggy release: I'm pretty sure most of the community was dying for it (given the fact that Unity 5 offers a 64 bit Windows client) so the pressure to release ASAP (especially since the original unofficial aim, if I'm correct, was around Christmas) was there. There are annoying bugs, but no release is ever bug-free and releasing it early has the advantage that it will uncover more bugs very quickly (as opposed to the structured QA testing that doesn't test "weird stuff" we do in the game)
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You're aware that this is completely outside nhawk's control?
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I don't agree. I've started a 1.1 career. I've unlocked half the tech tree, got half the buildings to tier 3 (the other half at tier 2). Methinks if the game was "unplayable" I wouldn't even have gotten into orbit! After a week of intense play I've only had two CTD's, as opposed to getting one per hour (on a good day, without exaggerating) in 1.0.5 Love the performance increase as well. Is the game without bugs? Absolutely not, and I fully agree that more patching is needed. But unplayable? Not for me. Very playable, I'd say.
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I'm psychic! Actually, the github pages mention your full name. My apologies if you wanted to keep that quiet.
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Nathaniel, first of all, this mod is wonderful. As a kind suggestion for improvement, could you, when time permits, update the "How to install" wiki if Kopernicus is no longer needed?
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I have a cheapo Samsung 24" monitor. Everything is about as perfectly sized as my (mid-life) eyeballs wish it. Too big, too small... the real issue is that text size and widget size cannot be set independently. Allow text scaling independent from navball/altimeter size and I'm pretty sure everyone will be happy. (Except [####] but he always complains).
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Apparently that also reduces the text size. While it may shrink the navball to acceptable sizes, it renders any text unreadable. 4K monitors seem to be a thing, these days, apparently (because on a 1080 monitor none of these issues are issues, as far as I know).
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I didn't know it changed its name, but it is really just a modulemanager config file. Create a file file [any name].cfg and place it either in the gamedata folder, or create a "no more science grinding" folder (or "spongebob squarepants" -- it doesn't matter) with the config file in it. The file containst this text: //This will change the baseValue of Experiments to the scienceCap, so you don't have to grind infinitly //One for ALL: @EXPERIMENT_DEFINITION[*] { %baseValue = #$scienceCap$ }
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Was there an update that swapped 64-bit back to non-default?
Kerbart replied to jpinard's topic in KSP1 Discussion
Build number is still 1230. But indeed (at least the Steam version) it now reverts back to 32 bit as default option. -
In the top right there is a little icon that displays green little kerbal (facing left). It should have the text "Broco" next to it, and a triangle pointing downwards next to that. Click the triangle; a menu will appear. In the menu, select Account Settings On the left side you can now select Signature
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1.1's VAB/SPH editor lighting
Kerbart replied to Whirligig Girl's topic in KSP1 Suggestions & Development Discussion
Especially when you upgrade the probe core on a vessel. Remove rest of rocket, delete current probe core, select new one and... it's gone. If it weren't for the shadow I would never be able to find it as it materializes inside the rocket that is rendered transparent but does not show the floating probe core inside it. Grr. -
how do i downgrade to ksp 1.0.5??
Kerbart replied to FlyingKerbal64's topic in KSP1 Technical Support (PC, modded installs)
Remember that when 1.1.1 comes out, 1.1.0 will be the previous version. It would be prudent to make a copy of your 1.0.5 install.