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Everything posted by W1ntermute
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
W1ntermute replied to cybutek's topic in KSP1 Mod Releases
This is, without a doubt, the number one most important mod ever created for this game. It enables me to do maneuvers without relying on mechjeb. I have no idea how I was able to play KSP before because without it, the game is really terrible and is devoid of it's technicality. Why squad hasn't contacted and paid you to adopt it in the game is beyond me. So I just want to say thank you -
Beyond our worlds: Space Engine screenshots gallery
W1ntermute replied to SolarLiner's topic in The Lounge
No not random, the worlds are created using a mathematical formula rather than it being a pre-rendered, pre-textured object created in Maya or similar such program. Each world created retains its shape and properties and is rendered on the fly. The great thing is that texture maps, lighting, planets and their orbits, even entire galaxies can be created quickly and with little processing power through this method. Google up "David Braben's TED talk" where he explains it in more detail, it's fascinating stuff -
Now that 99% of KSP's core engine is practically done, it would be helpful to improve the management of memory usage with regards to mods by loading and unloading them dynamically from memory as they're being used. I feel the current system of just dumping every additional mod into ram is extremely inefficient, mods should only be loaded into memory if they are selected by the scenario that contains them or the craft you are building/flying. By streamed the mods in and out of memory, it'd free up much more ram for other mods that arent being used often, you'd reduce overall memory sizes and system resources quite dramatically
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Hey Romfarer, are you going to put a button texture in there anytime soon? I have the Lazor docking cam installed and it leaves a blank white square next to the resources button in the top left corner. The mod feels incomplete without a proper button texture
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[1.3] RCS Sound Effects (2017-06-12)
W1ntermute replied to pizzaoverhead's topic in KSP1 Mod Releases
I never mentioned "compressed air", lol. The propellant is stored as a liquid but it is first atomized into a gas under heavy pressure before it enters the reaction chamber where it combusts and provides the resulting thrust. The sound of RCS through the internal pipes is the pressurized propellant in gas form. -
[1.3] RCS Sound Effects (2017-06-12)
W1ntermute replied to pizzaoverhead's topic in KSP1 Mod Releases
Activated RCS IS heard inside a space craft. Propellant moving through the pipes inside a spacecraft is what causes RCS sound, even the muffled snap sound is when RCS is cutoff. That is caused by the difference in high pressure to vacuum. Watch any Space shuttle video with cabin cameras and you'll hear it quite distinctly. You can also hear it on the video below after the 22min mark Love this mod. The rcs sound is a bit off, sounds like a flamethrower rather than pressurized gas. I use the space shuttle RCS sounds from Orbiter, they're perfect IMO. Each to their own -
I had some problems with KSP 64bit, kept shutting down on me everytime i'd go from hangar or rocket bay to launchpad. I found the problem on the log file with Raster Prop Monitor and I deleted the SCANsatRPM and RPMPodPatches folders as per the errors in its loading those and now everything is fixed up and works fine. I do have the Black MFD mod running