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KSP2 Release Notes
Everything posted by Andrew Hansen
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And, what about the visuals? Can we do color corrections on them? Add text? Motion-tracking and special effects? We understand that we can't use external footage you can't get within the game, but does that apply to animated textures for special effects? EDIT: Answered. Nothing that enhances the stock footage is allowed.
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I have run into a problem. The best forum entry, as far as I can see, is our team's submission. Should I hold off on voting to perhaps give our team a better chance, or should I vote for the second best team? Or perhaps am I allowed to vote for our team if I think it is the best? EDIT: I'll just vote for the second-best submission. It is, after all, extremely awesome.
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Looks like I totally misunderstood things (again). So we're not voting, the mods are voting for us? Or is there a primary mod voting before we have an official vote? Also, I'm in favor of this non-official challenge thing too, if it will work. I don't entirely understand the "mysterious nature" of the challenges. If each team gets a different challenge that they can't reveal, it will be hard for any non-official group to play along without having any idea of a challenge to do. But if it works, I will pledge rep too.
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[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
Andrew Hansen replied to Thesonicgalaxy's topic in KSP1 Mod Releases
The asteroids, terraforming, and texture replacer mods don't take up barely any space at all. Each of those downloads is simply a configuration file, but you need to download them separately because then thesonicgalaxy doesn't have to worry about re-distributing other people's mods. But the asteroids aren't needed in the pack - without them, you simply won't get asteroids orbiting around Jool. I decided not to install Custom Asteroids because it conflicts with MaximumWarp, and I can't live without MaximumWarp! The Terraforming plugin is needed for clouds from space, I believe, and the Texture Replacer plugin is used for something as well (not sure what). But when you download Texture Replacer, you are only downloading the plugin, not a bunch of textures, so the increase in RAM will be minimal (if any). The actual mod itself was like 150 MB (the HD version, that is), so that isn't too much extra memory you have to load, in my opinion - but it could be enough to hit the memory limit on a KSP install already filled with mods. -
I created a short video showing four ways (actually, three) to survive falling from space/high altitudes while on a capsule or in EVA.
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Kerbin Cup Unofficial Team Entries - On hold
Andrew Hansen replied to HafCoJoe's topic in KSP1 Challenges & Mission ideas
I'm surprised at the relatively small number of contending teams! Also, Team I Think We Broke It is first on the list. Does that mean we were the first to submit our team? If so, awesome! -
The Mainsail and Skipper aren't like that, nor are any of the other engines. All Squad needs is to open up the texture files in some basic image-editing software - Microsoft Paint would do - and darken the area in the middle of the engine bell. Piece of cake. But it's not really a big deal at all. I wouldn't let it worry me.
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No EVA actions available
Andrew Hansen replied to pulpo's topic in KSP1 Gameplay Questions and Tutorials
Yes, and I know for a fact that this update fixed a pile of EVA bugs. For example, every time I reloaded a Kerbal prior to that update, it would freeze in a T-bar position. I wouldn't be able to control its RCS pack or do anything with it. I suspect this is the issue the original poster was dealing with. So pulpo, try opening your KSP Launcher (found in the folder where KSP is installed), and press "Update" to make sure you're updated. When you start KSP, look at the version number and make sure it is 0.23.5.464 or higher. -
Today I posted episode 6 of Colonizing Tylo, my YouTube series. In this episode I sent a Kethane rover over to Tylo. I had used the Kethane up right around my base (I think, or else it was a glitch), so this rover can transport Kethane to my conversion station from another deposit 1.8 km away. Now my Tylo base is all set up for sending dozens of Kerbals to live there in the next episode!
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[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
Andrew Hansen replied to Thesonicgalaxy's topic in KSP1 Mod Releases
I think you should go ahead and release it - there doesn't seem to be any benefit that I can see to waiting longer before releasing a more complete version, since you can release that more complete version at any time pretty much. -
I've encountered something very strange. First of all, when I was in the Tracking Station or in Map View, I wasn't able to see the Kethane scan map, despite the "Show map" thing checked (I don't remember exactly what it's called). But on the main menu, Kerbin had the hexagonal Kethane map showing on it just fine. I decided maybe it was time to upgrade Kethane, so I grabbed the latest version. But now when I load up KSP, it acts as if I don't have Kethane installed at all. I tried removing it, re-downloading Kethane, and installing it again, but it still acts as if there's no Kethane installed. All my ships that use Kethane parts aren't loading. My other mods are working just fine though. Does anyone have any idea what the problem could be?
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I don't know how to delete a post (but see the advice above and see if that works). I do have some other advice though. One thing you can do is as you reply to someone, click the "Reply With Quote" button to quote their message before replying. You can also remove parts of the message that are irrelevant to your reply so that your post isn't too long. When you press "Reply," it actually doesn't reply to that person at all. It's a bit confusing, and should be fixed, but that's the way things are. Nice craft! Thanks for sharing it in the stock repository. I'm adding it right now.
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Woah, that is one epicly giant craft! Seems like it could rescue a Kerbal stuck just about anywhere. If you can add a download link, I'll put it in the OP. Sorry for never answering your question. I was going to, but then my forgetful memory kicked in and I... forgot. I don't think a science category would be a good idea because pretty much every craft that is submitted will fit into that category. Having crafts in more than one category just makes things confusing in my opinion and will make the repository longer and bigger than it really is. I also don't think there can ever be a craft that does science but nothing else.
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Everyone keeps on talking about about how "the community" wants something and Squad doesn't "comply" with their wishes. But actually, the community isn't one person. It's lots of people, with many different ideas about where they want the direction of the game to go. It's fine for Squad to make decisions by itself without referring to the community, because it knows better many times. I believe its partnership with Curse was one of those situations. Squad obviously had a deal with Curse that ensured not many ads would be displayed on their Curse page. It would take the hassle out of having to support a mod hosting website and act as a reliable place to host mods. It may be true that new versions are being released less often, but because they have less bugs, it means those bugs don't have to be fixed later. Bugs have to be fixed at some time or another, and so why not fix them (as many as possible) before a version is released? I think one of the greatest changes that Squad has made is to start doing experimentals just as new features are being developed to reduce the testing phase and combine it with the developing phase. That said, I still hold to my opinion that implementing some high-quality mods into KSP would drastically speed up its development time. Yes, when you import foreign code into the game you don't know it inside out and fixing bugs could be difficult, but many mods have been developed for so long that most of the bugs have likely been ironed out already.
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When I land on Duna, I nearly always use a VTOL. If you use FAR, you can use a high angle of attack and generate a lot more lift (and drag) on flare than in stock. This is an oldish video, but not too old, in which I send a VTOL SSTO to Duna and back (actually the SSTO runs out of fuel due to my inefficient flying on the burn back to Kerbin). I had 100 m/s left to go. If I wanted to land horizontally, I would not use a Kerbin-to-Duna-and-back SSTO. I would use a small plane with an external command seat on it powered by an ant engine and some fuel to return to Duna orbit after landing. With a small plane and lots of wings, it would be possible. I think that if you have a landing speed of less than 30 m/s on Kerbin, you should be set for Duna.