• Content count

  • Joined

  • Last visited

Community Reputation

325 Excellent

About SpenSpaceCorp

  • Rank
    Wave Propagator

Recent Profile Visitors

825 profile views
  1. With letters.
  2. But if you are in a horizontal rocket (plane) for long enough, it will eventually be going vertical (at least enough to escape the atmosphere)
  3. Huh, I haven't thought of that! Well folks, its been a nice run!
  4. It's only been a week; I don't think they've had enough time to set up a proper relay with the new parts to communicate with all of us yet
  5. YAAAAS! (I see what you did there) (BTW Huge Metallica fan!)
  6. I like trains.
  7. I think that some sort of camera that one could actually see out of and take pictures with would add a bit to not only rovers, but the general immersiveness of the game itself.
  8. I don't know about you, but for me this setting means the difference between unplayable vs. playable framerates. To be fair, I just have a laptop that is not the best, but not the worst.
  9. Sounds great so far! I do hope there will be some sort of option(s) where there are different levels of difficulty for probes losing connection (for instance, simple full/no throttle vs. complete loss of any and all control).
  10. Farewell!
  11. Friggen earthquakes krakenquakes.
  12. A Tylo return mission; the ground was pretty hard.
  13. For me, (bought from the KSP store), the 64-bit version runs much worse than the 32-bit version. For example, I had decent FPS on low settings in 1.0.5, and in 1.1 the game was almost a slideshow. (I did disable the new terrain shader in the settings file, which only helpes slightly). I decided to run 32-bit KSP and the game ran just as it had in 1.0.5, with a significant performance increase with crafts with many parts. My laptop is a 64-bit system (Intel(R) Core(TM) i5-2430M CPU @2.40 GHz), yet runs 32-bit KSP much better than 64-bit KSP. Anyone have any idea why?
  14. The brief moment or two I loaded the 64 bit, I noticed that my FPS/performance had actually gone down since 1.0.5 (stock, same settings, etc). I read about a config file change to use the old terrain shader and not the new one (which cannot be disabled in the settings I believe). By using the old shader, performance was slightly helped (still not as good as 1.0.5; I disabled the shaders in the settings then). After finals are over, I definitely want to look into why it is like this for me (my laptop is not the best, but its not necessarily a low end laptop either). All in all, I can't wait to fiddle around with the game and finally play 1.1! Thanks Squad!
  15. Currently, the docking ports have a "magnetic" like force that attracts them together when they are relatively close. While this is useful for eliminating human error, or just helping a player along, it would be nice to see a setting where this force could be changed. For instance, full, 3/4, 1/2, 1/4, and no force. I suggest this because (in my opinion), docking can be exciting/suspenseful/hair raising etc, and these feelings of a delicate maneuver are somewhat suspended when the two vessels are suddenly pulled together and connected rapidly. Force options would be great because it would allow inexperienced players to continue as is (eg: mistakes in a docking vessel's orientation), and experienced players to face more of a challenge / feel more realistic/authentic.