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Everything posted by 6.forty
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[RELEASE] Kerbice Marketing advertizing display v0.9
6.forty replied to Justin Kerbice's topic in KSP1 Mod Releases
This is just silly, and reminds me so much of Futurama. I love it. -
Symmetry and PartModule instances
6.forty replied to 6.forty's topic in KSP1 C# Plugin Development Help and Support
Ok, thanks for confirming that, I see what's going wrong now. -
Do Part instances share the same PartModule instance when placed in symmetry? This is the code I'm using, but bIsMirrorInstance = true for both parts. if (this.part.symmetryCounterparts.Count == 1) { mirrorInstance = this.part.symmetryCounterparts[0]; TrackController module = mirrorInstance.Modules["TrackController"] as TrackController; if (module != null) { module.bIsMirrorInstance = true; } } Does this need to be handled in the Part instead? I forgot, it's probably relevant that this code is in the PartModule's OnStart()
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[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
6.forty replied to DYJ's topic in KSP1 Mod Releases
Have you tried re-placing the part that causes it? I've had this happen at times, and that has always fixed it for me. Seems like the CoL indicator doesn't always recognize the copy that symmetry mode places. -
Ok so you're pretty much handling the plugin coding then I take it? This is a mod project that I absolutely love the idea of so I was going to look into some terraforming parts and the plugins necessary for them since I seem to have misunderstood when you said "once I figure that out".. Just have a growing interest in KSP mod development and would love to be able to contribute to something before trying my own unoriginal idea ventures. I've got some ideas on how some of the real-time terraforming could work if you'd be interested, thought I wouldn't be surprised if they're bout the same ideas you have
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My heavily modded 64bit KSP is more stable than 32bit Windows KSP and Hodo was talking about if Firespitter's DLL were not updated. However both the thrust vectoring engine and VTOL engines do seem to work fine without updating it. I even get a popup window to customize the VTOL engines but I haven't tried to see if any of it worked.
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15km. Patience and a programmable keyboard.
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Xbox 360 Controller Setup
6.forty replied to DerPred's topic in KSP1 Gameplay Questions and Tutorials
Are you using XBCD or default Windows drivers? -
So does one A, one B, and one C make me Tomfrey?
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[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
6.forty replied to DYJ's topic in KSP1 Mod Releases
Something tells me I have no idea what I'm doing. -
I see there's a way to toggle oxygen presence via plugin, but is there a way to specify how much?
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I would say Sigbles Kerman, but Frank is sitting right next to him and that's definitely a strange Kerbal name to me. Compared to that, Sigbles is rather normal.
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KSP still not optimized for RAM
6.forty replied to gilflo's topic in KSP1 Suggestions & Development Discussion
Some of us already have KSP in 64bit flavor, and it works quite well. While I don't necessarily like it using 5GB+ RAM, it is nice that it can handle it without issue. Performance is no better, but it's no worse either. It being so developed now would make it much, much harder for Squad to roll their own engine unless they just scrapped most, if not all, of the code they already have. Even just moving to a different already developed engine would take a massive amount of work. Duke Nukem Forever is a wonderful example of why you don't change engines midway; sadly George Broussard never got that memo. -
I much prefer video; the paperboy isn't welcome in my neighborhood anymore after he got lazy and started using separatrons. Although I have no idea what happened to the milkman.
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I learned how to plane.
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I have a bad habit of thinking the left Shift actually does something camera related in the map view, and often find my ship's been accelerating in some arbitrary direction for the past few minutes just because I had the navball up. Or I find that I've just plowed through the station I was trying to rendezvous with.
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Is DLC for KSP a good idea?
6.forty replied to czokletmuss's topic in KSP1 Suggestions & Development Discussion
Fiddling around with masses of BSP brushes wasn't a whole lot easier than today's methods of using a heightmap for terrain and prefab static meshes for structures. I've used the UE editor since the days it would crash if you simply looked at it wrong and while the process has changed dramatically, the time invested in making a good map from scratch hasn't really increased or decreased. And TF2 might have nothing but cosmetic stuff, but last I knew with LoL you basically had to buy a character to play it if it wasn't being offered for free that week. I haven't played it in a year or so, it might not be that way now. But that would have negative repercussions, since some characters were simply better than others. -
I'd imagine taking a quick look at git commits would be sufficient for that, wouldn't it?
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Is DLC for KSP a good idea?
6.forty replied to czokletmuss's topic in KSP1 Suggestions & Development Discussion
You know there was a time that map packs were offered for free. There were a few map packs of around thirty or so maps released for UT99 for free. Other little addon gameplay features and playable characters were included in them too, also free. A pretty good chunk of addon content overall, more than your average paid DLC contains. So the idea of paid DLC is sort of disgusting to those of us who are.. "old school" gamers. May not happen. Non-free non-PVP games also have little BS paid DLC items although not to the extent of TF2 or LoL, etc. -
Is DLC for KSP a good idea?
6.forty replied to czokletmuss's topic in KSP1 Suggestions & Development Discussion
I think the game needs to be a bit more "finalized" before thoughts of paid DLC dance in anyone's heads. Besides, Kerbals don't have horses and if they did, I'm pretty sure they wouldn't need armor. -
This works on the launchpad, not sure about in orbit though.