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Everything posted by Probus
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Well I stand corrected @ShuttlePilot. We really couldn't understand what you were trying to get at. You know they say: "Communication with an engineer is only slightly more difficult than communication with the dead"
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I'm no moduemanager expert. I've just scanned the manual and asked on the forums. Can anyone point us to a good (video) tutorial for module manager if one exists? Let's see, for waterfall what are the key variables. Thrusttransform is one
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Did you use CKAN. It helps keep mods separate that are incompatible. It probably has something to do with stock and restock waterfall being installed simultaneously (just a guess). CKAN is here: https://github.com/KSP-CKAN/CKAN/releases You will need to edit module manager config files. If you feel comfortable doing that, I can point you in the right direction.
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@ShuttlePilot, are you even reading the responses? Can you give us an example or are you purely trolling? I don't think he is even reading your responses guys.
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Luckily Waterfall is very adaptable as is Real Plume. Do you have any videos of RL plume expansion that you would like to share? I thought some plumes matched the Merlin engine and were very realistic for instance.
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Need a New Mod Before A Kerbal Pays the Ultimate Price!
Probus replied to Probus's topic in KSP1 Mods Discussions
Yeah, you never know when a new tech tree may come out with jetpacks after crewed flight. Just sayin', it happened to me. -
Removed Alt-F12 as an Option (A Personal Victory)
Probus replied to Probus's topic in KSP1 Discussion
I totally respect that way of playing. Most of my games are similar. I use MechJeb to do a lot of the math heavy lifting and automating burns and such. MechJeb is my NASA rocket scientists and I believe practically all spacecraft are automated. Another thing I also do would be to send a series of probes to check some aerobreaking altitudes. I try not to eyeball anything unless I have to and MechJeb is not always reliable (although I prolly did something to mess it up too, GIGO). I've never tried Kerbalism, believe it or not. Might need to check that one out. -
How many hours of playtime do you have in KSP?
Probus replied to JebIsBestPilot's topic in KSP1 Discussion
Me too. I wonder why? -
How many hours of playtime do you have in KSP?
Probus replied to JebIsBestPilot's topic in KSP1 Discussion
1800 on Steam, but I rarely play on Steam, Prolly closer to 10,000+ since 2014. Played it exclusively 2014-2018 (and was on the experimentals team). -
Removed Alt-F12 as an Option (A Personal Victory)
Probus replied to Probus's topic in KSP1 Discussion
That's what's great about this game. With mods, you can pretty much tailor it to your playstyle. Whether it be Sadistic (Danny2462), Normal (You), or a bit Masochistic (me). My background is as a test engineer for the Air Force. That means my job was to figure out what could go wrong and what needs to be done to have a backup (plan or equipment), and a backup to the backup (and in some cases, a backup to the backup to the backup, I kid you not!). So my brain is pretty much trained to look at things that way (also a lot of chess). I even play with mods like DangIt! and OhScrap! as if me screwing up a totally good mission was not enough. So in some missions with strict dV requirements there is no backup, except for the second backup mission I send along with it (such as Viking 1 and Viking 2). If I have dV and funds to play with I'll always add extra batteries & backup batteries. Extra RCS, extra antennas, and in some deep space cases extra engines (why use 1 when a smaller 5 pattern will work) and extra probe core. And usually a Deep Space 1 and Deep Space 2. Scott Manley says when things go wrong, things get interesting. I've found that to be true. Except for extreme kraken attacks such as switching from a ship full of kerbals and switching back to it and all the kerbals now being listed as MIA. That kinda stuff I'm willing to dig into the save file to fix. It really does make you fully test your new rocket designs before spending the cash to send the real thing. Also makes pressing that launch button extra exciting even with a fully checked checklist. That may seem like too much work for some people (most people), but that seems pretty normal to me. I only wish I had an Alt-F12 button for real life! -
@zer0Kerbal, have you ever tried Testflight's Engine Failure mod with OhScrap!? You know, typing this I got to thinking. If you turned OhScrap!'s engine failures off, then I bet it would work just fine with TestFlight.
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Removed Alt-F12 as an Option (A Personal Victory)
Probus replied to Probus's topic in KSP1 Discussion
You two hit the nail on the head. I'm not arguing that with you. But it does make you think twice before you hit that launch button. It definitely increases the suspense. -
Hey @zer0Kerbal, your icon turned into a white square. :) (Just installed the newer version)
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What! Has he been hacked? Or maybe he just rage quit? Or maybe the Kraken got him, it was bound to happen eventually. Well, I hope he finds his way back, he will be missed.
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So its happened to everybody (if not everybody, at least me). You want to play a really hardcore game of KSP and you do something stupid and you Alt-F12 and cheat your way out of it. I really wanted a mod that would take that option away from me. But every time I brought it up, it was said "It couldn't be done", "It would be too easy to undo", "Just tear off your F12 key", "You don't want to use it? So don't use it", "The problem here is a lack of self-control"... A few nights ago, I was experimenting with disabling the Alt-F12 option. No luck, but I couldn't sleep, so I took a sleeping pill and went to bed. Evidently, that was not the end of the story. Because today, while working on plumes for the new Waterfall mod. I can no longer use the Alt-F12 key. The kicker is, I have no idea how I did it. None what-so-ever. F12 works just fine, Alt-F4 closes the game so I know my keyboard is working. I don't see anything in GameData out of place. Simply dunno what I did. Not a clue. And now, I'm not going to try to think about how I did it. Now, on to a new frontier! On to some insanely hard KSP! If the Kraken strikes, so be it. ...Maybe I will resurrect dead kerbals that die in the Kraken's tentacles. But that's it! No more! Wish me well
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The new name for your mod @FruitGoose is a little ambiguous. Don't you think?
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RP-1 Realistic Progression One for KSP 1.12.3
Probus replied to pap1723's topic in KSP1 Mod Releases
I love RO/RP1 but there has always been one thing that seems kinda cheaty even though it may be historically accurate. That is getting the V-2 engine right off the bat essentially after capturing them and also Operation Paperclip. I'm sure this topic has probably been discussed before, but I had what I think may be a new idea. Has anyone thought of adding a few new nodes below the start node that are essentially "The War Years". Using MM we could shift the start node below the current start node (Maybe renaming it "Operation Paperclip") and putting a few intermediate nodes in between. Maybe starting somewhere between 1934 to 1941. How much do we know about the German rocket program at this time? It looks like some documents were released in 1960, but you guys are the experts. Using this method, RP-1 could stay essentially the same for those who wanted to start post-war, but for those that wanted to enjoy the development of the A-4, a mod could be developed. Would that be extremely difficult or something that could pop right in using any hooks you guys have developed over the years? BTW, thanks again for all the work you folks put in to the RP1 mod. Its great! -
I was playing around with this little mod. Thanks for making it! May I suggest a little tweak? You might want to swap solar panels and batteries around. If you would like more feedback, just let us know and we will help you playtest and get it perfected. Again Thanks a Bunch!
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Has anyone tried OhScrap! and TestFlight to see if they are compatible? I wanted the failure rate of engine run time supplied by TestFlight along with OhScrap!’s functionality (or anti-functionality). We still luv your mods @zer0Kerbal. I hope you return soon.
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[1.12.x] Textures Unlimited Recolour Depot
Probus replied to Manwith Noname's topic in KSP1 Mod Development
Does anyone know how to contact the creator of QuickSilver? 1) Running an .exe kinda makes me nervous and 2) I have some feedback for him/her to make QuickSilver ever better (like drilldown and whitelists). -
[WIP] Nert's Dev Thread - Current: such nuke, wow
Probus replied to Nertea's topic in KSP1 Mod Development
Oh wow! What a cool little mod. Unfortunately it turned everything a metallic shiny in the Station Parts Expansion. Even the painted and insulated surfaces. I might try playing with it a bit and see if I can get it to only focus on the 'metal' surfaces. -
Was the title click-bai... I mean Thrilling enough? I had an idea this morning for a new mod. When I exited my capsule to transfer to my rendezvoused ship, I realized I hadn't invented RCS packs yet. Luckily I hadn't drifted far enough away and was able to grab a ladder. Close call. Whew. So this gave me the idea for a mod. Some kind of tether that lets you move around your ship using ladders and handrails but it the worst happens, you have a tether to let you get back to your ship. Would this kind of mod even be possible? I remember in KIS/KAS that there are wenches and fuel transfer ports, so I assume a mod could be created, if you knew how, to do it that way. Anyways, just an idea for a small mod if someone is looking for a project.
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[WIP] Nert's Dev Thread - Current: such nuke, wow
Probus replied to Nertea's topic in KSP1 Mod Development
If I want to make @Nertea 's metal station parts reflective, would I use magpie mod or is there a better one in this case? I also heard that Bigalow Inflatable Habitats had to lay off all 80 of their employees due to COVID. Sad, sad. -
Uh oh, I was working on some FASA engines and one of them had 1 plume for 4 nozzles (a quad retro To be specific) and I had to duplicate your FX x 4. I think it was from the spark engine which has like 19 effects plus the effects to brighten the inside of the nozzle. So the final engine had over 100 effects I believe. It looked great on the test stand. Sounds like that is going to really eat up the frame rate when playing the game. Is it? Since they are all dupliates, will that make a difference?