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gmiddlemass

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Everything posted by gmiddlemass

  1. I have to side with Jimbodiah on this one. I think generally the GPU isn't doing much at all with Kerbal whereas the CPU is reasonably loaded already with the game physics.
  2. There are no other words to describe it, this mod is truly in a different league to others now and I can't wait to see these effects in game. Much as I'm looking forward to the "Making History" DLC I'm WAY more hyped about this mod and the work you are doing.
  3. looking good but agree that it should be something like 1.25->1.875
  4. Personally I would love to see the SpaceX Dragon/Dragon 2 stuff or more probe stuff as I do like my probes.
  5. Honestly a square hole would be fine with me as I didn't realise that the hollow colliders would add so much of an overhead and I really don't want to put you to too much trouble. I really appreciate your consideration of the suggestion though. The new parachutes look awesome, can't wait to try them. On another note I like the look of that S-1D at the top of the page too... might have to try building something like that next. Once again, fantastic work on this mod, can't wait to see what comes next.
  6. Thanks to the tips I finally managed to get something I'm (reasonably) happy with... The centre H1 engine (used for size) has it's thrust limited to 50% in the VAB. Just enough fuel to make it to a nice orbit but yes staging is a bit temperamental to say the least... the joys of early rocketry! Thanks again for the help guys, it gave me the resolve to carry on knowing that others had done it. EDIT: Just discovered the "Vert. Pos" setting... now I can use all three engines of the same type and get them to line up nicely rather than having to use a larger centre one and limit the thrust. I do feel a bit stupid for not spotting it before but I love this mod even more now.
  7. It's mainly just out of curiosity really and because I think it's an interesting looking design rather than efficiency. That looks like what I'm trying to achieve. Does it stage correctly (i.e. does it drop the two outer engines and the fairing leaving just the centre engine), and if so how did you manage it? Any chance you could share the craft file? Thanks for the replies.
  8. First of all, thank you for making such a fantastic mod. It has completely changed the way I play Kerbal and I now can't imagine playing without it. Very much looking forward to all future releases. Now on to my problem... Has anyone tried making a 1.5 stage rocket along the lines of the Mercury Atlas launcher using SSTU? The closest I can get is in the (terrible) test vehicle shown below using the SSTU decoupler with hollow collider enabled mounted to the interstage node of the central engine. The remaining outer engines are attached to the decoupler and use the "pyrios" mount. If I use a fuel line I can get all three engines to fire and I can stage the outer two engines but I just can't get it to look nice no matter what I try. If I use the offset tool to line everything up then all of the engines are destroyed upon staging and if I try a different mount on the tank then there is still a large gap in the structure as seen below. Have any of you managed to build a working (and good looking) layout such as this and if so could you please share how you did it? I know BDB has working (and beautiful) parts that I could use but I wanted to try and build it using SSTU. If this is not possible then could I request that it may be considered as a future part option? Perhaps it could be achieved by adding a hollow collider and interstage node to the "pyrios" engine mount option? I don't know how to code at all though so obviously this is just a guess and I expect it's massively more complex than that. Thanks in advance for any suggestions. Test launch of 1.5 stage to orbit... After staging, main engine still running.
  9. Can't even begin to imagine what that must have been like to experience something like that. Truly inspiring to see the news reports and hear your own accounts of how you all banded together to help each other out. Wishing you all a swift recovery.
  10. Just saw the news this morning... Hope you guys are all OK out there, our thoughts are with you.
  11. I can't say if it will specifically work on your Macbook as I don't have one but the Andromeda visuals Daydream mod makes the game look pretty spectacular. I also find that even just using Texture Replacer to change basic things like the skybox in the game makes a big difference alongside E.V.E. and Scatterer if your system can't handle the full Andromeda Pack. Also SSTU while not specifically a graphics mod, makes your ships and stations look fantastic. Hope this helps
  12. As Jas0n says Kerbal Engineer will do that for you or you can look at Basic Delta V as another option. Hope that helps
  13. I think the mod you're looking for is called "Shuttle Lifting Bodies" or something like that anyway, I know the one you mean but can't post a link to it at the moment as I'm at work. If nobody else has answered you I'll add a link to it when I get home in a few hours.
  14. Looking forward to the update but family comes first mate. Hope it's nothing too serious.
  15. Hmmm... Strangely enough the rover's behaviour seems to have changed since trying it this morning. The small rover now behaves perfectly and drives straight and true. The rover with the Science Jr on the back no longer flips but does slip very slowly to the right. I suspect it's probably just me or one of the other mods I'm trying so I'm going to start a fresh game today anyway when the full 1.2 version drops. Pics anyway for reference...
  16. Wow! Another fantastic mod Roverdude... Is it sad that I like the little Akita Rover the best? On that note, I too have a slight problem with the Akita wheels. Firstly I tried the basic Akita cab with a single load platform on the rear (so only a 4 wheel rover) and a science jr. on top the rear platform. I would drive for about 100M with no problems and then the rover would suddenly stop and filp over forwards. I think however it may be down to the weight of the science jr being too much for the wheels as they looked like they were sinking into the ground slightly. Tried repeating the same setup without the science jr and I did not have the issue also the wheels didn't look like they were sinking into the ground so much. This may well be just how wheels work now and it's my fault for overloading them but i thought I would let you know, Second, with either of the rover builds above I found that I was unable to drive in a straight line and the rover always slowly drifted to the right. It didn't seem to matter which direction I drove so didn't seem to be related to the terrain I was driving on (the runway and the flat grass to the side of it). Checked and made sure that the traction control settings etc. for each wheel were set the same (default) and they were. Again it may well be nothing as often aircraft slip to the side on the runway but I've not noticed that behaviour on the grass before so thought i would report it. Apologies if this sounds at all like nit picking, I have a tremendous respect for the work that you do on this game and can't wait to try more of your mods in the future.
  17. Can't see how it would be any different to players using different mods to play the game. We've been doing that for years and are still here as a community. I've got no problem paying a reasonable amount for DLC additions if they add to the depth of the game and fund its continued development or indeed that of KSP2 at some point in the future. I'm sure the price will be reasonable (as it is for the main game) and if you can't afford it right away then it will appear in sales often just as the main game does now.
  18. USI life support is a nice balance and quite configurable. By default any Kerbal who runs out of supplies does not die but simply turns into a "tourist" who can be returned to active duty as soon as fresh supplies are available. You can also select your orange suited Kerbals to be immune to the effects so that there is always someone capable of mounting a rescue mission. I've only just started plying with it myself and do quite like the extra challenge it gives. It's also not too difficult to make stations and ships self sufficient once you get the hang of it.
  19. What he said... Thank you all for helping to make one of the best games I have ever played. No game since my childhood has managed to captivate my heart and stir my imagination quite so much as KSP. Not only has the game provided me with thousands of hours of entertainment but it it has also educated me and rekindled my desire for all things space. Once again then @Arsonide, @Claw, @Mu., @NathanKell, @Porkjet, @Romfarer, @sarbian and @taniwha thank you for your considerable efforts and best wishes for whatever the future brings hopefully we'll still bump into you in the forums from time to time.
  20. I would second looking at roverdudes suggestions above, fantastic mods although personally I prefer the "Lite" version of MKS as its easier to get into.
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