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Everything posted by dave1904
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Why do you compare it to ksp1? There are plenty of games that have good economies. Snowballing is an effect that happens and the solutions are limited. Contracts and parts in KSP are not balanced. That doesn't mean it cannot be done right. The solution to a broken system like we have in KSP1 is not to remove it. Most games have money because it works.
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KSP2 is just not clicking for me. I see the potential but the UI and part window just turn me away so fast. I cannot stand the fact that there are no funds in the career mode. There is no challenge. You can add a billion planets and colonies but without an economy there is no depth whatsoever. For KSP2 a supply network would be awesome between colonies if you dont need to keep it running. Automatic supply lines would be a great addition then but what's the challenge in that of there is no funds to limit your craft choice. I need to supply a Duna colony from kerbin? Great. I need to build a rocket that can get 2tons to duna for the cheapest price possible. The player is then required to play the flight once manually to record it and then the game will automatically do it at every launch window. Life Support is hard-core but let's be honest. It would add so much to the game. A generic resource like Supplies would do it. More star systems will not add anything to the game. It doesn't matter what star the planet is orbiting. Same #### different day. With funds, supply missions and basic life support you can add the fundamental game features that mods can build upon and more importantly more depth.
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[1.9.x] Contract Pack: Bases and Stations Reborn
dave1904 replied to linuxgurugamer's topic in KSP1 Mod Releases
The cheat menu. Alt F12. Click contracts-Active. -
[WIP][1.0.2] Mk2 SR-71 - FantomWorks
dave1904 replied to FreddyPhantom's topic in KSP1 Mod Development
@Gargamel Im not sure if youre the guy to report this to but I see you in welcome aboard all the time so youre the only mod I see. Anyway. The download link on this topic leads to a scamming site. Can you delete it please Edit. Just realised there was a report topic button. -
Have I been building my Atlas-IIAS wrong? I mount 4 solids to the booster skirt. Did the real thing have some kind of tank reinforcement to support the extra twr? I'm always really uncertain how atlas-ii works anyway. It's stage 1.5 according to Wikipedia but the twr is horrible. Forcing me to launch with a high AP.
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[1.12] (Kopernicus) Janet's Minor Planets [1.3.4]
dave1904 replied to Interplanet Janet's topic in KSP1 Mod Development
Jool, Euribanne and Palloocus have the same semiMajorAxis..... 68773560320 It throws an exception in the log because using the asteroid telescope. Just incase anyone has issues- 59 replies
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- minor planets
- kopernicus pack
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(and 3 more)
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totm dec 2021 [1.12.x] [Planet Pack] Minor Planets Expansion
dave1904 replied to Exo's Lab's topic in KSP1 Mod Releases
Wrong post...- 252 replies
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- dwarf planet
- minor
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(and 2 more)
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toty 2022 [1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.2]
dave1904 replied to Gameslinx's topic in KSP1 Mod Releases
Not in this case because its a settings thing and not a bug or anything. It's a question about a single setting that causes major performance related stuttering. I've lowered it to 5 and everything seems fine. I just was wondering how people are getting away with settings above that or if they are ignoring the error.- 2,841 replies
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toty 2022 [1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.2]
dave1904 replied to Gameslinx's topic in KSP1 Mod Releases
To People changing the densityMultiplier to higher numbers than 5 for rescaled systems. Do you not get an error? I get log spams and severe stutter in the tracking station when first loading it. FPS goes from 2 to 60 again after a mintue or so. Performance in flight is good. First few seconds of loading can stutter but thats ok. Why would it affect performance in tracking station anyway? [ERR 19:30:55.112] Thread group count is above the maximum allowed limit. Maximum allowed thread group count is 65535- 2,841 replies
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Build a shuttle carrier at last.
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I have to check the model put again. I've looked everywhere. Even vangaurd because it would be based on it. Wait. Did the original S-IV hotstage? I hotstage them too using smart parts. Since I'm playing carrer with 3.5 rescale I hat to edit the smart parts mass and price however. It makes it easy however. It starts the aj10 when the 1st stage has 1% fuel and again when it has 0%.
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It's the earliest version I'm wondering about. I play with engine ignitor and live recreating rockets as realistic as possible in order to learn how they worked. I cannot find anything about the Thor and Vangaurd second stages. If they are pressure fed ullage would not be an issue right? If so I can just disable ullage and keep the ignition to 1? I'm not entirely sure how it works. If I remember correctly the shuttle used rcs before it fired its aj10s but it might have been to protect the engine.
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[1..x, 1.9.x, 1.10.x] Kerbal Research & Development
dave1904 replied to linuxgurugamer's topic in KSP1 Mod Releases
They do for Bluedog and some of the minor parts they have. I noticed it on separation motors for the Gemini capsule. -
Would it be possible to add axial tilt to kerbin?
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[1..x, 1.9.x, 1.10.x] Kerbal Research & Development
dave1904 replied to linuxgurugamer's topic in KSP1 Mod Releases
Max capacity. Ive tryed if it was a rounding error. Once its set below 0.9 there is no resource in the tanks. 1.1 etc all works. The game recognises it has the resouce in the vab. It will say solid fuel 0/0. When I right click the part there is no resource however. -
[1..x, 1.9.x, 1.10.x] Kerbal Research & Development
dave1904 replied to linuxgurugamer's topic in KSP1 Mod Releases
Sorry. I did not mean patch. The mod in general doesn't work with parts that have resource levels below 0.9. Just edit any config of a part and set the resource to 0.5. You will see when you launch the game that the part will not have any resource at all.