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MrFancyPL

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  1. Kinda ironic how it looks like bringing someone that had heart attack back to the living realm
  2. They celebrate eating finest snacks sitting together in a biggest crew can their craft has to offer
  3. I have problems with stock statics (lvl3 runway) placed by me. The issue looks the same as it was posted on this forum before: Is there any possible fix to this issue? I have lot of mods installed, can it be cause of this ?
  4. Theese specs are disappointing. After seeing such great mods as Parallax, Scatterer, and other, and then comparing it with how this game looks on promotional materials, that are faking reality (post fx), in absurdly low framerate for something that is supposed to be PROMOTIONAL, I am really worried that we won't get a sequel that we've waited for for so long. I wanted to buy this game at launch, but basing on what I see now, I will surely wait to see community making benchmarks, and reviews. I don't know about you, but my trust is at its limit.
  5. I propose adding axes protruding from center of COM, COT and COL and torque calculator generated from theese particular forces. Building, Shuttles, VTOLs and other weird contraptions easier than ever!
  6. One of the biggest goals that devs set for KSP2 is accessibility. I agree, learning curve in original KSP game was pretty steep, and without YT or this forum it would be even steeper. One thing I am afraid that it's curve will remain steep compared to KSP is mod creation. KSP is a landscape of art made by many people, and before version 1.12.3 it was everchanging, so naturally certain code, and artstyle inside game were evolving. The result of that state of things were many attempts to make tutorial series about mod creation, that were soon doomed by obsoletion. KSP 2 will also come through that same evolution mechanism that original game did via Early Access, but this time game is made by people having much deeper understanding in fields they work in. After Early Access, we may suspect that most changes to the game will be based on the code created and tested earlier, so base of the game will be less susceptible to change. This will also apply to the style of the game, since this time it is more uniform and planned. Therefore, I suggest creation of the modding tutorial by devs. I fully realise, this is quite heavy request, both in time and effort, but in my opinion it can really help in setting the bar for other modding communities. Here are the topics I believe that are worth mentioning -modelling -texturing and animation -rigging -unity import -troubleshooting While i fully understand chances to put this idea to life are bleak, and community probably could handle creation of tutorials by themselves, I belive there are other things that KSP2 authors to do to aid in creation of mods, not only for newbie, but also for advanced modders. Here is listed what I mean by that: - better access to code in general (e.g. ablility to not only access Kerbals suit textures, but also their rigs, mesh and so on. It will make creating animations, suit, helmet and accessory much easier. I think it could in this way, in which community wouldn’t infringe any licensing of the game.) -creation of set of standards of 3d models, texturing and animations, to create art. More uniform (texture resolution and density, color pallettes, polygon counts, possibly lod levels for parts, file in universal 3d mesh format that contains shapes of profiles used by parts, size of fillets/bevels to keep them consistent, other data that could aid in texturing such as levels of specular map for different materials.). Good job in this spirit was done in the Restock wiki on GitHub, but I believe it could be expanded. I don’t believe all mods should ‘stockalike’, variation in art is sometimes necessary to make it stand out, but standards could help beginning mod creators to create better stuff. -toolbox for modders – it kind of overlaps with last point, but could be expanded. Please join the discussion, or add other ideas below. Thanks in advance.
  7. I've seen the discussions on Steam KSP2 page. Let's just say, people there aren't very friendly. I really appreciate work that moderators are putting together to keep this forum friendly to everyone. I hope it'll stay the same.
  8. Ehh, where I know it form? (I played Escape From Tarkov)
  9. Of course it is. I bet it is a whole lot easier iterating/bugfixing/working on a subset of the product, than on the whole of it. Fact, that they aren't sharing all of the features at the same time doesn't mean they don't have them prepared. It means testers (us) won't scatter across all the features of the full game, and we'll be focused on the parts of it they will test. I personally don't think thats bad, but I am scared AF for KSP2, if they can deliver (especially, that big publisher is at the steer).
  10. Hello, I have installed ACK and Waterfall, but plumes don't work on the SRBs, other plumes seem to work fine. Modlist:
  11. Would be nice if there would be ability to make big solar farms in space and beaming this power via IR to ground stations (or beaming to the ships on orbit). I know KSP2 is aiming to utilize far future technologies, but would be great to push to the edge everything "near future". IDK how much hassle it would be to implement it tho, but if you guys have time, that is great idea, that was implemented in some mods for KSP1. Also, i suspect, with the new resource system, it would work more reliably than in KSP1. Also, please consider adding procedural truss as a standalone part. It would be very useful in creation of big trusses.
  12. I like how you are taking care of things that haven't been taken care of in KSP1. It looks very promising!
  13. That's understandable. This part has great design and potential, so I was suprised this was a 'bonus' part. Also sad that there is not very much things that you could stick into this dome (from any mods).
  14. https://github.com/post-kerbin-mining-corporation/StationPartsExpansionRedux/tree/2-0-0 Here you go. Click green "Code" icon, then "Download as zip". You still have to get all the depedencies tho.
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