-
Posts
370 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Bug Reports
Posts posted by Tuareg
-
-
I think some are making this more complicated than it needs to be. Just add a single part to appropriate sizes that, when attached, create a bond similar to attaching nodes in the VAB. I'd suggest a "port" for 3.75 and 2.5, as those are the main candidates for large ship construction.
I wouldn't mind a male, female style, to add a bit more thought into the process.
even you overcomplicate it eva engineers simply should be able to connect parts like KAS does, without size restriction. sure not the engineer moves the parts they would have to be in the right position... thats it. no parts needed, nothing is needed just 3 lines of code...
-
-
I don't like an idea of welding parts, when you smash one of your engines, whole ship will disappear, which is very unrealistic. What if on every craft there would be a center point and parts would be attached directly to it? Neighbouring parts would be joined with with invisible struts. When you "cut" your vessel in half, there would pop out a new central point.
why would? this is a program. you can do ANYTHING. with welded together parts you can still brake the parts down... welding means the connection between the parts is fixed, no physical calculation is done on the joint. you can still distinguish which part has got hit...
-
it WOULD make sense and thats exactly why it will not make it into the game like many other things...
-
I think this could be a good idea if the option was toggleable in the VAB or SPH. Sometimes defaulting to filling the seat with a kerb could be a bad idea. Say you launched a rover Apollo-style to the Mün. The rover will never come back to Kerbin, but will be left on the surface. If that seat is automatically filled, then your second kerbal (who traveled by rover to the Mün) will be left behind. Thus begins a tedious rescue mission to brig him back. So, I propose that the option to be filled should be available via right-click on the command chair. This could make the problem of including pods for rovers negligible, but could have negative repercussions not unlike the one I describe above.
-Vec
it already works in the VAB/SPH so can fill or empty a seat. they would just need to enable the commandseat too
-
agree with op, i think its a big problem u cant launch rovers with commandseat only. i hate it...
-
except without timewarp some missions can take RL years to finish and then suddenly months later you get a notification on a probe that you forgot you even sent out
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...
-
Is there a config file so that one may disable the anti-OP system (no rockets) ?
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
Someone should make a cloud city on Jool with that!!!!just be careful dont run out of juice it can hit hard...
-
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
-
Ultimately we're dependent on Unity. I don't think KSP 1 would switch to a different engine, that will be too much work for Squad. Maybe KSP 2 could use a custom engine better suited to physics on solar-system scales.
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...
-
i would really love this
i think the biggest thing this game is missing is the exploration, both in the space and on the planets. there is really nothing to do as what you have is granted from the first moment. it could spice up things and would give a reason for probes...
-
no thanks. i just wonder after 544 posts you haven't seen all the topics about this stuff? If you like suffering, do it. Most would just save a lot and reload after every random failure. pointless
-
1.1 released!
Other than the bugfixes a WiFi camera has been added!
It works within 2.5km
-
Then tell me.. Why is it taking all the way to Unity 5 for them to have a 64 bit editor?
why would they need a 64bit editor? the compiler makes it 64bit ready not the editor
-
If Vector3 doesn't work right on win64, then Unity 4 does *not* support perfect 64-bit. You also can't avoid using Vector3 in Unity; Unity has no such thing as a Vector3d. Unity has Vector3, which is part of the underlying language spec; while the .NET libraries do have a Vector3D (note capital "D"), that's just for WPF stuff, and KSP's Vector3d is Squad's own creation. Any call to Unity functions must use Vector3.
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
-
It's pretty clear in both of the examples I mentioned that community feedback is what made them reconsider. What else made them "realize it was bad"?
well, the barn wasnt that bad while the kerbal experience still is...
-
why canyt you just edit the cfg yourself
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.
-
"Reliable electricity supply". Mobile phones do well in such situations.
except that the radio towers need electricity too... but its getting off
-
My mobile gets internet service when far away from any source of electricity. I think that's the kind of infrastructure Jouni's referring to.
he was talking about countries with electricity problems. i guess there charging a mobile is problem too.
-
anyway. lv-n is op, thats the main problem with it. having a diff fuel for it could be the limiting factor...
-
Actually, internet connections are quite common in third-world countries. Unlike things like sanitation, clean drinking water, and a reliable electricity supply, basic internet connections don't require major infrastructure investments. Just like mobile phones 10-15 years ago, the internet enables people in poor countries to improve their quality of life for an affordable price.
As long as we're talking about people playing KSP, electricity and powerful enough computers are the limiting factor, not internet connectivity.
sure, because where there is no electricity there still is internet pfff
-
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...
-
it would just encourage save/load... save, go to vab, build ship, save it, load game, load ship launch... pointless
-
what a good excuse unity is unity 4 supports perfect 64bit and using vector3d instead of vector3 would solve most of the preciosity problems. except what squad messes up unity 5 will not solve anything because the problem is on squads side
Custom Shader Loader 2.0 release
in KSP1 Mod Releases
Posted
new version to be able to load and apply more than 1 custom shaders on 1 part