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KSP2 Release Notes
Everything posted by HafCoJoe
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It was awesome having you there for my stream though! I'm glad I was able to be of service and I hope my little tid-bits of information are useful. Best of luck on your next release! I don't expect any of the things I mentioned or you brought up are going to be in the next update (if any of them are even added) but I greatly look forwards to all that you have in store. Here are the textures I said I was going to get but forgot to in stream: KCT-SR icons.zip (Dropbox) Like I mentioned before, use them or not. I made them for myself based off of stock emblems in an attempt to make the toolbar match more and I'm happy with the results myself.
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LOL I thought that was the case. I'm actually laughing right now for some reason xD Oh! That's just as good! I was about to suggest you could make a popup window that just covers the entire window so it just looks like a gigantic custom window. Hiding it instantly is even better though as it doesn't mean you have to click the top corner button and manually close the default window. A new release possibly tomorrow?! OMG! I'll start up a second stream with that dev build in about 21 minutes from when I post this (Starting 7:30 PST), feel free to stop by and ask me to test certain things if you want. EDIT: This should make it easier to find lol: Twitch - Avera9eJoe
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Hello! I've been using Science Alert in my stream and I've been making custom icons for all of my installed toolbar plugins in an attempt to get them all to match styles, however ScienceAlert doesn't use a standard image file. What I was hoping for was to create a gif of two images (In the shape of the R&D icon) that flashes twice a second. Idle (example): When science is available (example): Would it be difficult to add this? The time it takes to flash is 300 milliseconds. Here are the .dds images (The images above are just preview with a fake gray backdrop): Alternate Icons (imgur album)
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Is there a chance you could disable "Revert to editor" and "Revert to launch" by default so you don't have to do so every time you load up kerbal? It would make streaming a lot more smooth as I wouldn't have to open ALT-F12 while on stream each time. Oh and if you want to watch my stream, I just finished today's stream where I started up my UHC career save (Ultra-HardCore, an old minecraft/survival game phrase). I'll pop a link up here in a sec EDIT: Another cool thing that I'm not sure you'd be able to do is disable clicking on the launchpad and runway. You put up a window that says you cannot launch from there but things still happen when you click on it. There is a setting in every save persistence that's called " CanLaunchAtPad/CanLaunchAtRunway" but you can still click on the launchpad/runway. It would just streamline things even more. That's all
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[1.0.4] - RealPlume - Stock Configs v0.8.1 - 2015/281
HafCoJoe replied to Felger's topic in KSP1 Mod Releases
Is there an easy way to decrease the engine smoke trail life (AKA lower energy)? In each config there is an energy level for the flames but I don't think it effects the smoke. Making the trails despawn in half the time (Or another method of cutting down on the number of particles) would greatly improve performance. An 88 part rocket lags the h*** out of my game. And I have a fairly nice computer too (GTX 660 + 3.5GHz 8 core CPU). Update: I just manually went through and decreased the smoke persistence by half. (from curves of 2, 2, 1, 0 to 1, 1, 0.5, 0 when increasing in height left to right). Lag has dropped considerably. -
And then there's this feller:
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PenguinGyro - a type if Greek sandwich pronounced the same way as hero. They're quite delicious!
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XD I like it.
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Minmus 97! Hi.
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Hahaha I'm only 18 years old! It was a while ago when he was making maps.
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I prefer the term "Shtick"... xD What is my special thing... well, those of you who watch my YouTube channel should wait for the last frame and find out!
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My dad was actually one of the more famous map-makers in Quake II... Ever heard of the account "Hafhead"? We'd have them beat for sure
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WIP - Environmental Visual Enhancements Development
HafCoJoe replied to rbray89's topic in KSP1 Mod Development
ATLANTIS. Sorry I just had to... I never used city lights because I didn't like the fact that there were no actual cities. Now that there are textures for them though I will probably start using them post-release. Maybe you should put city lights up around the sunken smiley for kicks. Just an idea... -
WIP - Environmental Visual Enhancements Development
HafCoJoe replied to rbray89's topic in KSP1 Mod Development
That does sound weird. I was guessing the city overlay was written so it doesn't display below sea-level... ATLANTIS. -
[1.6.1] Soundtrack Editor 4.6 (2019-01-28)
HafCoJoe replied to pizzaoverhead's topic in KSP1 Mod Releases
I've been doing some thinking in regards to saving memory... Would it be possible to store the actual audio tracks in an external program and then have a plugin that switches between playlists in that external program? It would be similar to Cwc's ancient Ktunes in how it handles music. Would this be a viable idea, or would it not work how you want it? Brainstorming- 779 replies
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[1.0.4] - RealPlume - Stock Configs v0.8.1 - 2015/281
HafCoJoe replied to Felger's topic in KSP1 Mod Releases
Yeah my... er... Nhawk's configs aren't included! LOL I'm enjoying myself way too much over this... -
Probably returning from the surface of Jool (When the altimeter hits zero). Yes someone has done that. Oh and with stock parts.
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It's gorgeous!