Posts by inucune

    So my question becomes this: let's say i run the wire from the cable-end near mac4, and loop it back into the circuit between mac 1 and 2. Is there a loss there, a potential infinite (lag) loop, or will that function normally?


    with and without packets, how does the game handle that, especially if it can't bleed those off to wire loss?


    i'm more interested from a programmer's point of view if that helps.

    I've worked in industrial environments before. While i don't want to flood the game with annoying sounds, working in any industrial environment is LOUD and you can hear the power of the motors, pneumatics and hydraulics at work.


    Now, rather than flooding the game with obnoxious loops that force the player to turn his headphones down or go deaf in one ear, i was thinking of having this thread become a suggestion thread for audio updates to the current IC2 sound package.


    One thing i would like personally is for the sounds to be less 'tinny,' and give a feeling of 'power' when they are turned on.
    all sounds need to be 'free' or otherwise public domain; that is, they need to be able to be put directly in the game without any licensing issues.


    I don't want this to be an add-on. I hope that those who work on the mod might take our suggestions into consideration in future releases. Having a small thread of audio files that are properly cited and somewhat sorted as such would be a boon for such a change.


    format of submissions
    [machine] - [suggested sound link or file] - [source]

    geo-sync. that is, you put them out at the point where their orbits match the speed of the planet turning. that said, no 2 objects in ksp can move at the exact same speed because no two objects can occupy the exact same space at the exact same time. the closest you can get is them being in the same orbit directly opposite each other.


    edit: if you look closely at your image, it is 4 satellites/ring set equidistant...and the satellites do move in space, just not very far usually.

    i think the next logical question should be this:
    Should IC2
    maintain a 100% stand-alone block scheme(pre-experimental),
    maintain a mostly stand-alone block scheme, but have blocks that work with the most common mods used with ic2 (experimental mindset).
    maintain a loose stand-alone block scheme, and design blocks knowing other mods will be added.


    here is my train of thought. stand alone does not mean 0 multimod interoperability. Currently, reactors can be set to generate steam, but if i were to install IC2 alone, i would have no use for steam, but expect some use for it in upcoming releases, if ic2 were 100% stand alone.
    if it were mostly standalone(as it is currently in the experimental version), i would expect the steam to be an option, but not expect much balance out of it update-to-update.
    if it were a loose stand-alone, i would expect steam to be a major decision before starting a world, with both methods balanced against each other, and any gains given by other mods.


    getonwithit: maybe IC2 should see if they can make a steam turbine, or perhaps trade/share the buildcraft/railcraft turbine so it would be available in an ic2-only world?

    quoted from the changelog for experimental:
    #344 (Dec 23, 2013 2:34:25 PM)
    That should work — gregoriustech / detail
    #343 (Dec 23, 2013 2:26:55 PM)
    Lets hope this readdition doesnt fail. — gregoriustech / detail
    #342 (Dec 23, 2013 2:23:35 PM)
    It happened here, lets see... — gregoriustech / detail
    #341 (Dec 23, 2013 2:16:40 PM)
    Well I think I broke something. Lets find out what it was. — gregoriustech / detail


    Could we get more professional informative changelog entries please?