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KSP2 Release Notes
Everything posted by Tuareg
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new version to be able to load and apply more than 1 custom shaders on 1 part
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Dealing with long term missions
Tuareg replied to RiggerLee's topic in KSP1 Suggestions & Development Discussion
OMG. i didnt say dont timewarp at all. haha... i said if you plan doing other things too, dont just timewarp to the end, instead do what else you want when your craft is on its way and timewarp only when all your planned crafts are up. sure you need to watch where they are but i dont think following 2-3-5 crafts simultaneously is such a big problem... -
nope, but here is a plugin just for you http://www.speedyshare.com/AeyX7/agModule.zip i just dont see any point of playing with it just be careful dont run out of juice it can hit hard...
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Dealing with long term missions
Tuareg replied to RiggerLee's topic in KSP1 Suggestions & Development Discussion
to be honest i dont really see the point, OP could simply just launch one mission and instead of time warping and finishing the entire mission stop when its flying to the target and launch the next one. ppl are too much reliant on time warp. i can play spacex type missions without any mods, it just needs things to be done with thinking and planning -
Is a physics engine rework planned?
Tuareg replied to TerraSleet's topic in KSP1 Suggestions & Development Discussion
its not exactly true. u can use havoc or bullet engine in unity if you want there is just no graphical aid in the editor for them... nothing stops u to do it though... -
1.1 released! Other than the bugfixes a WiFi camera has been added! It works within 2.5km
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the problem is m8 that u mix the parts in front and after the "and" in my sentence... nobody said that vector3 has anything to do with 64bit... those are 2 separate things (except that using 64bit build support cpu level doubles). and yes, u can call unity with float only but they could do every calculations with doubles however most of their functions like COM or other range sensitive stuff are using floats though they should use it only for local space calculations
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Nuclear engine question
Tuareg replied to nikolay-spb's topic in KSP1 Suggestions & Development Discussion
well, the barn wasnt that bad while the kerbal experience still is... -
Nuclear engine question
Tuareg replied to nikolay-spb's topic in KSP1 Suggestions & Development Discussion
because i dont play this game, my fun is modding it. we are talking about how squad should release the game to make it successful. -
Do you feel KSP is ready for 1.0?
Tuareg replied to hoojiwana's topic in KSP1 Suggestions & Development Discussion
except that the radio towers need electricity too... but its getting off -
Do you feel KSP is ready for 1.0?
Tuareg replied to hoojiwana's topic in KSP1 Suggestions & Development Discussion
he was talking about countries with electricity problems. i guess there charging a mobile is problem too. -
Nuclear engine question
Tuareg replied to nikolay-spb's topic in KSP1 Suggestions & Development Discussion
anyway. lv-n is op, thats the main problem with it. having a diff fuel for it could be the limiting factor... -
Do you feel KSP is ready for 1.0?
Tuareg replied to hoojiwana's topic in KSP1 Suggestions & Development Discussion
sure, because where there is no electricity there still is internet pfff -
Nuclear engine question
Tuareg replied to nikolay-spb's topic in KSP1 Suggestions & Development Discussion
the main problem i think that this isn't intuitive at all. when a new player sit down next to ksp he has a general knowledge about the world. when he start playing he has to learn ksp's way instead of just using what he already knows... -
Let the game clock run in buildings
Tuareg replied to tntristan12's topic in KSP1 Suggestions & Development Discussion
it would just encourage save/load... save, go to vab, build ship, save it, load game, load ship launch... pointless