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Tiberion

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Everything posted by Tiberion

  1. Ooh frizzank on IVA duty as well. Very good news. I hope there's a cornbeef easter egg in each IVA
  2. You'll have to be more specific than "very few mods" - did you have KW installed too? or any of the visual enhancement mods? Just pull everything but Novapunch2 out of gamedata and try to load it, if it does load then its likely you're running out of memory. If it doesn't, then please post your outputlog text file from the KSP_Data folder in the thread here so we can see the errors.
  3. The cockpit is included in the pack, it doesn't use the old stock Mk3 part, its a re-textured version of the original C7spaceplanes version. The only 0.90 issue is the picture above showing the mis-scaled cargobay.
  4. When I set up the contracts I set most of the stageable parts to be tested via staging, and then the others to be tested via the right-click menu. It seemed like a good way to set them up at the time, but it probably doesn't need to be limited. I'll look them over for the next release. For now you can just re-stage them, or you can edit the configs to enable it. Open the config of the engine/part Find the name = ModuleTestSubject module at the bottom change "useEvent = False" to True Save and exit, restart/reload KSP.
  5. Okay just to be clear, that shuttle is not part of this mod pack (Kerbal Shuttle Orbiter) It's from my Tiberdyne Shuttle Pack, which is much older and completely unrelated and incompatible with KSO. The cargo bays are currently scaled wrong due to the Rescale bug being fixed. I'll have it fixed in the next update, which has no ETA yet.
  6. Yeah I have it fixed here in my dev version, I just haven't had any time to finish up a release, it's been a busy time for me again (away from KSP) I'll get a release out soon I hope just to get it working for 0.90. I really don't know what will have to happen after 1.0 comes out, there may be tons of work to do.
  7. So, to answer some questions: The loading screen is actually a piece of fan-art that someone made and Harvester liked it, so they worked it out and used it as the loading screen. There is no "page" to find the old mods, they were all posted down in the Modding forum. For a long time Squad didn't require a posted license and almost none of them had them, so any old mods where you cannot get permission from the author likely cannot be rehosted or updated. As for what the 1st mod is, I don't know; there were a lot of simple small parts and texture edits released. For instance Captain Skunky (before he was a moderator or community manager) released a texture pack of all the stock parts (of the time) styled in a pirate theme. I remember the twisted tanks, and they were paired with a fairly cheaty "plasma" drive of some sort. Another common was a pod replacer - back then you couldn't have more than one pod installed, when you loaded the VAB the pod was already there for you to start building off of, and there was no way to swap to another one. So you had to replace the default pod with another one. The small "Bootleg" pod in Novapunch is made my Novasilisko, it was the 1st replacement pod I used when I picked up the game. There was also a very early version of the current Mk1 spaceplane pod in C7's spaceplane mod to replace the command module. So in the early days you had to either be using rockets or planes, not both. (there was no space plane hanger, and the runway was added because the plane stuff was so popular. Oh, and there were no wheels, you landed on skids (or skids that looked like wheels) C7spaceplanes, Wobbly Rockets and SIDR were definitely 3 of the 1st 'big mods' that started the push for more, like that Soyuz pack and the Down Under rocketry pack and of course KW Rocketry which has actually been around a long time as well, its about exactly as old as Novapunch - November/December 2011, after the soft launch of KSP's 1st big version in July. You can still find all of those old posts down in the releases forum, even though its pretty difficult because of the search engine and the way that pages of older posts work after a certain limit
  8. And my answer is still No, because there are many many things not on the list that still need to be finished, polished, and fixed. Edit: Nathan, you fool. You have ruined the plan! Meeting tonight at 9 in the Chamber of Secrets. Prepare to turn in your decoder ring.
  9. You need to chill out and stop trying take down people who have a different opinion than you. You aren't discovering some secret conspiracy. The reason so many modders are saying what they are is because they know the game so well. They're familiar with the way things work "under the hood" and are aware of the many things they have to work around because things aren't implemented or finished yet. Find my last post a couple of pages back and you'll find a list of such things, and its hardly comprehensive even then.
  10. (Edit, thispost was originally a reply to another thread and this reply which was merged into the main thread I on the other hand have been here a very long time and have personally been involved with watching the game develop as a tester for a long time as well. I also disagree with the notion to "just let it happen" The 1.0 release is the one that will be judged forever. It'll be the one that gets reviewed, and 10 years from now when you search for "KSP reviews" you will find the articles about version 1.0, when KSP emerged from Early Access. Those reviews will comprise the metacritic review score. You get ONE chance to release your game. A few publications might come back and review a later major patch or an expansion release, but otherwise games don't shake the rep they earn when they are released. KSP Will be no different, and a lot of the quirks people overlook in an Alpha game will not be accepted in a "finished" product. Nevermind what they owe the players. They owe it to THEMSELVES to make some polish passes on the game before crossing the finish line. Even if develop will continue for the foreseeable future, this declaration will have lasting effects and it would be a shame to squander so much work at the 11th hour. As for what I think needs to be addressed in the polish passes, you can read my post here: http://forum.kerbalspaceprogram.com/threads/108318-Do-you-feel-KSP-is-ready-for-1-0?p=1692325&viewfull=1#post1692325 (Which is where this post should have been )
  11. Oh man, tutorials and proper documentation for pretty much everything. There is next to none of this right now, at least in a shape ready for "prime time' Talk about a huge Can of Worms...
  12. I'm requoting the post below because it's a good list of things that are not addressed yet, one of the many things that needs a round of polish that should be happening in a proper BETA CLEANUP PHASE for this game, one that has been in constant alpha development for 4 years now. So many things have been put off until after alpha to be finished later. Here are some other things that need attention before any release I'd want to consider "finished" Parachutes - pretty much unchanged since their original implementation. If they ship as-is, someone needs to buy stupid_chris a few drinks. (He makes Real Chutes and has wrestled with the weird parachute system more than anyone) IVAs - no excuses, they all need to be done. Nothing says Unfinished Game like missing art assets. 64 Bit for Windows - Its unstable. Worse, its unstable in a way that is unpredictable. What works one time might not another. You can't work around it, you certainly cannot mod around it. It's not Squad's fault that Unity 64 bit is so unstable (it's new) but it is in their control if they release it. Maybe Unity 5 will fix it. I sort of doubt it. The other option is to stop publishing it until it IS ready. Which means we all have to live on 32 bit again. Which leads to... Optimization - This means reducing the games processor and memory input through programming tweaks and art asset and loading adjustments, so that it takes less memory and CPU cycles to run the game. This is often the major goal in beta phases, to make the game run well on as many peoples' computers as possible. It would be important even on 64 bit, but for the 32 bit version which many of us run now, it needs to happen very much. Modding Interface - KSP is very moddable because many of its systems have been opened to modding as they were designed and added to the game. This brought with it some bugs, many of which still exist. So as the game grew, new features have been installed without as much modding access to speed up development. This came with the promise that they'd circle back and add it later. Well, its later now, and there is a large amount of work to do on the backend to polish the modding tools. We don't yet know how the big changes already planned will change mods within the game. The new Aero system could completely break FAR (and with it any mod that uses it, like most of the Realism mods) which means we'd have a big 1.0 release without some of the biggest and best mods even working (and it wouldn't be a matter of just waiting for the mod authors to fix it) - There could be an entire updates worth of work on this alone, easily. Bugfixing - KSP is supposed to be buggy still. Its been in Alpha development the whole time so far. In Alpha you don't spend large amounts of time fixing bugs in your code because that could could be replaced at any time the very next update cycle. Given that KSP has been a public alpha, they have spent time each release on *some* bugfixes, especially related to whatever new thing they just added. But by and large there is a big list of things that were pushed until "Later" to be fixed. Again, "Later" is now. If we could spent one update on modding issues, we could spend 2 on bugfixes. This is the other major part of a Beta Phase, the phase we seem to be outright skipping in its entirety. The next release, as described in harvester's post is already surely one of, if not THE biggest KSP updates thus far. Just getting that much done is going to be an accomplishment. It is not reasonable to expect that any of the other things listed here can be done alongside this huge update. There's easily 3 or 4 more updates worth of things that definitely need to be finished. To call the game released and toss it out into the public before then frankly wastes several years of work getting it ready. It's like running a marathon and then stopping 50 feet in front of the finish line to take a picture.
  13. Nope, not really. There are plenty of bugs left and unimplemented or unfinished modding "hooks" that cause issues with mods. The two biggest issues with modding: The memory issues of the 32bit KSP, and the complete instability of the win64 version. Both issues are on either Squad or Unity's end, and could at least be lessened with further development. There are a multitude of things "unfinished" - not too many of them are major things. Betas are for finishing things. At the VERY least an additional development cycle past this next release to address bugs and polish things seems extremely prudent, and I would love to hear any reason why it would be a bad idea.
  14. Well this thread was all sots of messed up there for a minute. The Merge button comes with great power and great responsibility Anyway, I voted a strong No. I would vote twice if I could. I posted in the announced article on my feelings about the amount of bug-fixing and polishing we need, and how long it has been pushed back because they were still adding major systems right up until the end. As a tester we've only been able to get bugs regarding issues outside of whatever was being actively worked on for a few updates now, unless a dev basically took his free time to do it, simply because there wasn't "time" on the schedule or roadmap for it. I think the progress has been pretty good so far, but its by no means done, and the expansive nature of this next update is going to cause some chaos. Just a a tester, I certainly don't FEEL done. but reading the other replies, I realized that perhaps the biggest issue is the 64 bit windows version. It's a complete mess. It really shouldn't be published as is. The game certainly certainly should not represent itself as "done" with the 64 bit client operating as it does. At the very least wait for Unity 5. It Unity5 ends up not being good enough to make win64 stable and you're REALLY sure you're done bugfixing and polishing, then you could go to 1.0 and simply stop publishing x64 for Windows until its really ready (offer a beta version of it if you need to I guess) But going 'Gold' like that and drawing new people in, 90% of who will use the broken 64bit client. Super bad idea. For those saying its too late now that they announced it; that is bunk. It's going to be easier to save face now than after a bunch of bad press and a disappointing launch.
  15. Man I knew when the Launch Director answered "stand by" when asked for final clearance @ -2:20 that they were gonna call a hold.
  16. There's no support built-in for deadly re-entry, seems like I recall there being a config for older versions of the pods (and DR) but that has been a while. I had never noticed the bit about the parachutes still being in the config description. Early on they were to be included in the part, but it ended up being more flexible to have them as separate part. There are surface-mountable parachutes to place on the upper angles of the pod itself, or a stackable parachute part that can go between the pod and the escape tower. The only image of Thor in the album currently is this one from orbit with odin and a Kerbin Departure Stage: http://i.imgur.com/9CCSHxl.png Basically after achieving orbit, the fairings ejected and Odin decoupled from Thor, then turned 180 and docked with it Apollo style. For construction aides, look in the zip file in the Ships and Subassemblies folders, there are Thor and Odin-Thor examples pre-built you can load up to see how they're assembled and roughly staged.
  17. It might be the object names in your part, with the periods and underscores and spaces, Unity (and thus KSP) uses hierarchy paths for some things, and if the name errors out when parsed, the engine will just ignore those parts. So it could be that the model loader loads the actual mesh fine, but the physics engine doesn't handle the names. Anyway, to be sure, you should use programming-style names for objects; Alphanumeric characters only, and no spaces (you can probably get away with underscores) so like 90degree1_25 or something similar. Mine are like engineNozzle engineBell tankCollider and so on usually. Also, I assume that "90deg125 Part" root object is an empty Unity Gameobject that has your parttools object on it? It's also a good practice to have that as your root rather than part of the imported hierarchy from your 3d program
  18. Kerbal models are not moddable (the textures are)
  19. Yeah it was quite responsive earlier, now it loads slowly. First time I tried a download it timed out and booted me to the home page, 2nd time is started right away, was downloading at about my top speed, but died after 58 of ~80mb
  20. Yep, I'm working on some things (not ready to be shown) - just been busy because of the holidays and other things.
  21. Just check out the thread: http://forum.kerbalspaceprogram.com/threads/84154-Kerbal-Stuff-an-open-source-Space-Port-replacement/page60 Post something if its been down a while or you are having consistent issues. As you can see from the thread its having intermittent issues, causing the site's software to need a manual nudge to get running again. Its being worked on.
  22. You would need to add transforms in your part in Unity to match those names. You really don't need to do that.... I'd just stick with attachment nodes for now. Try this: node_attach = 0.0, 0.0, 0.5, 0, 0, 1 That should make it attach with the brackets facing the rocket. The 0.5 is telling it how far from the center of your part to make the attachment; if its aligned the right way but needs to be closer, lower the 0.5 to 0.4 and so on until its right. If its too close, raise that number. If the brackets happen to be facing out then you need to make the numbers negative, like so: node_attach = 0.0, 0.0, -0.5, 0.0, 0.0, 0.0, -1 If the brackets are sticking to the sides, then you need to do: node_attach = 0.5, 0.0, 0.0, 1, 0, 0 OR node_attach = -0.5, 0.0, 0.0, -1, 0, 0 http://wiki.kerbalspaceprogram.com/wiki/CFG_File_Documentation#Node_Definitions - this should give you the basic information for making attachment nodes (node_attach is a surface attachment, node_stack_whatever makes the stack nodes)
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