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Kerbital

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Everything posted by Kerbital

  1. No worries. You do what you can and it's appreciated. What someone mentioned before, this may have something to do with the way 1.3.1. handles coordinates. I noticed that even with the same coordinates, the ship spawns over different spots each time, it doesn't go always to the same spot. Then the ship hangs in space above the ground for a split second and gets teleported below the surface and explodes. I was actually able to land successfully couple of times though, but again, not where I wanted. MechJeb showed different coordinates than those selected in Hyperedit. The way I was able to land was to disable damage and drop the vessel.
  2. Yup. To confirm. Any landing puts my vessel under the surface of the body and results immediate explosion.
  3. I think the DLC will require 1.4. My only worry is, of course, that the upgrade will break all mods for sure.
  4. Yup. From the very beginning I saw that picture I saw the monster, like a huge Space Baby crawling over the horizon, but not the meteor being thrown.
  5. Oh, never mind. Responded to a very old post.
  6. With stock configs I can only make it to Mun, Minimus and Moho (I think or was it Duna) before getting frustrated and sort of bored.So I figured how and I modded some engines to give more thrust and more specific impulse and run on EL/Hydrogen mix. I also created a new resource: Space Dust that I collect with collectors in-flight (modded solar panels) while in space which gets converted with a custom ISRU into Hydrogen. I was bored with mining and adding a mining ship to a mothership adds lots of parts resulting in worsening of already poor performance. Then I was able to fly around the system and reach all planets.
  7. Not me. I love mods. When I played KSP for the first time I nearly gave up the same day. Not enough content and major steep learning curve. Then I figured that there a tons of mods. Not stranger to other games mods, I jumped in and they save the game for me. Especially MechJeb. I'm too stupid and impatient. I usually have around 50 mods installed. I consider some of them absolutely necessary to enjoy the game.
  8. Yup. #1. Performance issues. Very detrimental to gameplay. I enjoy building large stations and motherships but they give me single digits FPS. #2. Mod-breaking updates. I know this comes with the territory but this is the only game I ever played that breaks mods with every update, even minor. Both unlikely to go away. Yeah, that exactly how it feels. With every update I'm afraid my fav modders will give up.
  9. Old school New Age and Electronica, such as Jean Michel Jarre, Kitaro... but I'm old.
  10. Thanks. That explains the performance issues with single, large vessels. That made me think there was no multi-threading in the game
  11. KSP Dead? I haven't played in a while, just reading forums but I do keep my mods up to date, just in case I feel like going back to KSP. All my 50+ mods have been updated to the latest KSP version within couple of weeks (some added new features too) and I see constant maintenance updates. Old mods are dusted off and re-released by dedicated modders. New mods are coming out. Even new APIs are released. The forums is very alive as well. 1.4 is coming out. New DLC is coming out. Doesn't look dead to me. I think the OP was just trolling.
  12. Sorry if I missed this somewhere. I did search, pinky swear! Will upgrading to a new Unity engine improve performance with large-part-count vessels or will that still be limited by CPU/physics calculations? Will it bring proper multi-threading to KSP? Cheers!
  13. So... you learned modding as you were developing this mod?!? Respect! This is amazing! I can't wait for you next creation!
  14. So this mod by itself doesn't do anything? Do I get this right? Other mods must add support for it? Thanks. Edit: never mind, I saw the other thread.
  15. I mean, the regular TextureReplacer mod. I've never heard about TRR until today and DKH worked fine so far. So I'm somewhat confused. Looks like TextureReplacer and TextureReplacer Replaced are not compatible. Some mods seem to be using the "old" TextureReplacer such as SVE and skybox replacement mods. I think I'd rather lose Kerbal heads than SVE and my nebula skybox. Can someone clarify this? Thanks.
  16. So this is what happens to me: I have Texture Replacer 2.6.0 installed. In CKAN, if I tick the Diverse Kerbal Heads update box, the Texture Repacer is labeled red (a conflict?) and I can't "Apply Changes".
  17. Launched KSP for the first time in few months. More than half of my mods are incompatible. Quit KSP. Went forum trolling.
  18. Yes, I did this last time, when I was playing KSP more.
  19. Yikes. I just launched KSP after a long while. It looks like it was updated to 1.3.1 some time (Steam). So even minor point updates break some mods?I. I admire the modders' persistence. If it was me, I would have given up on my mods. I guess, I'll need to go back to not playing KSP for another long while Good luck!
  20. Way more varied land features and higher resolution textures. Current planets look very uninviting and plain.
  21. I can't even begin to understand how you build those things. As someone said: witchcraft is the only answer
  22. Yet another incarnation of my Odysseus "longship". Custom H2/EC engine (based on NF cryo-engine), needs 4 larges NF nukes to power. Two landers and two surveyor/relay probes docked up front. 300+ parts, ~15fps:( Eight Kerbals on their way to Duna. Runs hot! I learned not to try to turn reactors while warping, results in big boom!
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