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ModZero

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  1. That doesn't change the fact that facsimiles of real conditions are, for plenty of people, inherently fun. You might not be one of those people. The fact that other people was a shock to me as well, but I got over it by the time I was 9. ...you've never ended up with solar panels that weren't oriented properly to the sun? I mean yes, it's easy to optimize away the fun of many of the systems in KSP, and yeah, not every system is worth the effort, but we're talking about axial tilt here, not modeling the fluid dynamics of the propellant tanks. ...that's starting to sound like quite a lot, actually. And it adds reentry heating, which is highly evocative of space flight. People don't know a lot about space, but they know you need a rocket, getting back means you get hot (even if they're often confused as to why exactly is that happening) and you might run out of oxygen. It's not much of a space game if you remove too much of that, I mean even space operas sometimes remember (sometimes quite suddenly) that there's vacuum inside and/or reentry is hot. None of this is necessary, a "game" I'm toying with (to learn Rust and ECS mostly) doesn't have even have graphics (how's that for an expensive thing that "doesn't affect gameplay"), but we generally want it. Also using the term "gameplay" seriously should get people instantly banned from the Internet, don't @ me.
  2. ...version numbering is whatever the author wants them to be, and if you want to speak like you're an expert at least know Semver - if major version change means anything "objectively" it's not "major changes that mean software is new," it means "backwards compatibility is broken" (whatever that might mean for the software), by which term KSP should be at approximately 15.4.3 by now. Not that it makes any sense for software with no published public API :-)
  3. Something I noticed right here after the explosion: scorch marks appeared on the upper stage where the booster passed next to it. I'm not sure if that's a useful upgrade, but hey, neat. If they upgraded texture switching to support decals then I guess scorch marks could be trivial on top of that.
  4. Just properly implementing light delay (so not like in RT2, lol) means your game state explodes in size because you have to keep a way of tracking what has seen what. Add relativity to the mix and your game is now best played on a blackboard.
  5. ...they did though. They didn't put a "2" on the name, but for all intents and purposes they did exactly that.
  6. Yeah, no clouds in the screenshots. Mixed feelings about this - modded clouds look great on a good day and awful on a bad one, but I'd hope a team as big as theirs seem to be could implement something performant that keeps decent resolution throughout. On the other hand, it's hardly a priority. Also, it's still up to a year until release.
  7. Jeb has retired and is now running a vineyard. Edit: also, if people are going to lose their mind about EGS exclusives before they happen now then I guess the developers might as well take the money.
  8. ...you do realise that it's younger than both UE and CryEngine/Lumberyard? Like half the hate comes from the fact that it's the weirdo newcomer.
  9. Double precision physics, and (even better) mod support, planets configurable with just config files (and, well, assets).
  10. Yup, that was it. I was actually looking at the source code, and now I feel like I totally should have caught it --' Anyhow, for formality, I tried a clean install, and an install without spaces in the installation folder, and those (obviously) didn't help.
  11. From Space Dock, just unzip and drag & drop. Here's output of tree /f > tree.txt: https://gist.github.com/aleander/127308611f6784da78277ddd2da5600e
  12. I have the exact same thing, on a fresh install of Eva Fuel. I think either the zip on Space Dock is wrong, or the path you're checking for is wrong. Anyhow, here's the log. This is what the zip file looks like inside: The logged message is different from the dialog box, which is like the one linked above.
  13. ...this is confusing, as I didn't put Missing History into this install. The only other way is if something else is triggering MM patches for it. EDIT: ...and RealPlume-Stock has a 'MissingHistory' subdirectory, which AFAIK would trigger that, yes. Ugh. EDIT2: that's not it. I got the issue with an install that contains _only_ ReStock, UnKerballedStart, Squad, SquadExpansion and MM 4.0.2. Image of the issue and my GameData here. My patch (which I incorrectly copied - yes, I didn't put it in a single file but rudely mixed with yours) fixes it: @PART[UKSliquidEngineLVT10]:NEEDS[ReStock]:BEFORE[zzzUnKerballedStart] { @node_stack_top = 0.0, 4.50913125, 0.0, 0.0, 1.0, 0.0 @node_stack_bottom = 0.0, -3.5896125, 0.0, 0.0, -1.0, 0.0 } @PART[UKSliquidEngineLVT05]:NEEDS[ReStock]:BEFORE[zzzUnKerballedStart] { @node_stack_top = 0.0, 0.45, 0.0, 0.0, 1.0, 0.0, 0 @node_stack_bottom = 0.0, -.42, 0.0, 0.0, -1.0, 0.0, 0 }
  14. Hey, so I'm using ReStock and I still do get a _huge_ wrong offset on the UKSliquidEngineLVT10 and UKSliquidEngineLVT05. I had to add the following to make them work: @PART[UKSliquidEngineLVT10]:NEEDS[ReStock]:BEFORE[zzzUnKerballedStart] { @node_stack_top = 0.0, 4.50913125, 0.0, 0.0, 1.0, 0.0 @node_stack_bottom = 0.0, -3.5896125, 0.0, 0.0, -1.0, 0.0 } @PART[UKSliquidEngineLVT05]:NEEDS[MissingHistory]:BEFORE[zzzUnKerballedStart] { @node_stack_top = 0.0, 0.45, 0.0, 0.0, 1.0, 0.0, 0 @node_stack_bottom = 0.0, -.42, 0.0, 0.0, -1.0, 0.0, 0 } I'm actually slightly confused as to why it's "BEFORE" and not "FOR," but that's what the patch for Missing History used, so I followed it.
  15. I've just seen way too many balance mods burn out, so I'm worried about _that_ happening. It's also my own experience from developing software - trying to support more than one third party "per feature" is usually disproportionately expensive, effort-wise. I'd rather see a mod have less support, even I if I have to adapt a bit, if it means you can add support for mods that add completely new stuff, or just keep up for longer. But it's up to you, eventually, of course.
  16. I'm slightly worried with yet another life support mod. I mean, I used USI-LS for a long while, and only recently switched to Kerbalism, but I'd rather see balance mods focused on one LS support, even if it's not my "favourite." Kerbalism was a win, IMO, b/c TAC is missing habitation mechanics (and I _love_ Kerbalisms science transmission tools, even if I feel like it's odd to have them in one mod), but even that can be replaced with TAC + Kerbal Health (except the latter doesn't understand Remote Tech). Also, Wild Blue mods are _excellent_, more people should try them. But they're their own thing too.
  17. Ah, makes sense. For whatever reason I didn't check the Kerbalism thread itself. All I have in my defense is that it's late.
  18. With Kerbalism and CryoTanks (and more) the following gets spammed after upgrade to 4.0.1: [EXC 21:57:24.337] Exception: psuedo-resource _HyLiquefactionmust be NO_FLOW KERBALISM.Modifiers.Evaluate (KERBALISM.Environment_analyzer env, KERBALISM.Vessel_analyzer va, KERBALISM.Resource_simulator sim, System.Collections.Generic.List`1 modifiers, .Part p) KERBALISM.Resource_simulator.Process_process_vessel_wide (KERBALISM.Process pr, KERBALISM.Environment_analyzer env, KERBALISM.Vessel_analyzer va) KERBALISM.Resource_simulator.Process_process (System.Collections.Generic.List`1 parts, KERBALISM.Process pr, KERBALISM.Environment_analyzer env, KERBALISM.Vessel_analyzer va) KERBALISM.Resource_simulator.RunSimulator (System.Collections.Generic.List`1 parts, KERBALISM.Environment_analyzer env, KERBALISM.Vessel_analyzer va) KERBALISM.Resource_simulator.Analyze (System.Collections.Generic.List`1 parts, KERBALISM.Environment_analyzer env, KERBALISM.Vessel_analyzer va) KERBALISM.Planner.Update () KERBALISM.Launcher.Update () KERBALISM.UI.Update (Boolean show_window) KERBALISM.Kerbalism.Update () [ERR 21:57:24.354] Resource System Error: Requested resource (id: 1203312488) does not exist Full log here. The lack of space after the resource name bugs me more than it should. Relevant snippet of Kerbalism's CryoTanks compatibility config: RESOURCE_DEFINITION:NEEDS[CryoTanks,Kerbalism,ProfileDefault] { name = _HyLiquefaction density = 0.0 isVisible = false } I did try adding NO_FLOW explicitly here, so that one thing didn't help. I'm aware that this might be an issue with Kerbalism just exposed by 4.0.1, and downgrading to 3.1.3 helps so I'm fine, and unfortunately I won't have time to properly isolate this for a few days. I hope this is helpful nonetheless.
  19. I was just trying to make a very naive version of a patch for myself, and, uh, it's not easy. The good news is, it kinda assumes you'll want to start with probes, so you get probe parts in vaguely okay-ish places. But the Apollo/Gemini/Mercury parts are "a lot," and they're not all in "one place": you get SRBs, parachutes, docking ports (those are maybe scariest) and antennas, _and_ combined parts including science (!!!) and all I can come up with is "put all mercury parts in simple command modules," (thankfully parts are neatly segregated into folders, so at least it's easy to find them, and yes, Apollo is separate from Saturn) which may be really daft, and negates any work CobaltWolf did placing components in considered places. Edit: I thought I'd include my garbage patch for BDB. It's bad, don't use it @PART[bluedog_mercury*]:NEEDS[CommunityTechTree] { @TechRequired = simpleCommandModules } @PART[bluedog_Gemini_*]:NEEDS[CommunityTechTree] { @TechRequired = commandModules } @PART[bluedog_Apollo_*]:NEEDS[CommunityTechTree,ProbesBeforeCrew] { @TechRequired = heavyCommandModules } Edit 2: oh, also, achieving an uncrewed orbit with the Sienno on the first node, on a 6.4x rescale. That's great and IMO kinda makes sense, but also means I didn't get to do all the intermediate contracts (b/c no autoaccept), which made me sad.
  20. ...you make the rocketin' world go round... I'm so very sorry.
  21. So, I'm having a few problems in 1.4.1 (both with mh or without): first, I can assign more people to an integration than I actually have, see https://imgur.com/a/C7bw3, KSP.log. Also I've found the +/- staff buttons not very responsive. Add KSP Alarm Clock, and things start completely breaking down - the "-" button just apparently clears out the bay, I get the "50 people working while I have 25 total" (volunteers?) thing again, but this time integration of a basic craft takes 40 days (as per the other image in that imgur album above). See KSP.log, in particular exception at line 4114. Edit: 1.4.1, not just 1.4, ugh.
  22. That's irony if I've ever seen one. Banks would have hated Bezos, and I have a nagging suspicion this is only happening because he's not around to stop it.
  23. Space debris isn't always a dead chunk of metal., though. While satellites should be passivated, that doesn't always happen. Sometimes clubs try to reactivate them. Sometimes they contain an actual nuclear reactor, making a mess for anyone studying gamma rays in the vicinity. You're still disguising yourself as something wildly impractical, but it doesn't have to be completely inert. But yes, that's stealth, stealth isn't just fancy paint. Now, exercise: disguise your projectiles as frozen droplets of coolant from a 30 year old spy satellite. There's no sound in space #helpful.
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