Jump to content

MR L A

Members
  • Posts

    574
  • Joined

  • Last visited

Everything posted by MR L A

  1. Is that Scatterer? I've not used it (never used EVE) for a long time because it wasn't worth the fps hit on my APU (A10-7870k... FX based garbage at this point)... and WOW, whatever you're using looks incredible! What are your system specs?
  2. Commencing Thread Necromancy... But while we're here.. - Setting up close encounters of the third kind - Commencing space race (is that already one?)
  3. I watch Scott Manley the most and he's my fav listed, but I rarely watch his KSP videos... tbf he rarely posts them anymore which is fair enough I watch him for space news really and deep dives into space history... But I have to say, by far my fav KSP video is this one.. genius at work right here! Stratzenblitz75 Oh, and Robbaz was a huge influence on making me buy this game... he just seemed to have so much fun with it!
  4. I think "normal" is a little subjective with KSP Thinking about, I've never given science mode a try... but I kinda want the opposite of that I think
  5. I spend most of my time in sandbox mode these days designing ant flight-testing new craft and missions. "BlackBox Testing" is my save file name... always use the same name after many years of restarts :) I am thinking of putting all my designing and testing to work in a new career mode... No reverts, no respawns, no quickloads etc. But like many of us, I'm not quite happy with how career mode functions, so I MIGHT try a setup where all tech are researched... funding gain from contracts is low, but *importantly* 100% research gained is converted to funds (as I don't need research, just funds). I think this solves the weirdness of a goo experiment on Gilly somehow unlocking new SRB or whatever... instead successful science missions are rewarded with more funding for further missions. Having thought about it a little more, a variation on this idea might be to start with the usual amount of tech unlocked but turn *off* using research to unlock parts (if that's possible) and have unlock with funds *on*. I think either option might require a little modification though... which I don't know how to do lol. Got a bit rant-y there... So, how do you guys like to play??
  6. Ahh thanks for that! Explains the meta file but I actually have *three* files for a few craft... one is .craft, one is the meta, and the third is .craft.ORIGINAL. is the .craft.original something to do with old files being converted after an update?
  7. Hi all, Just a quick one today.. I haven't been able to find any results through usual searching (I'm sure I'm just not searching hard enough) but I'm looking for information on craft files... specifically what are the "meta" files that appear with my normal .craft files and what is a craft.original file? Thanks!
  8. Only if you assume completely equal density between Kerbin’s Crust, Mantle, and core. I’d say it’s more likely that Kerbin’s crust is probably the same as ours (and therefore impact craters look/function the same) and the core is even denser than we would assume in your comment
  9. Jool... descend into Jool's atmosphere, reach the limit (minus 250m I think) and then pop back out into an orbit
  10. Super awesome work! I'd love to see Principia for the stock system... does it really not already exist?
  11. For me, it’s not any of the game’s bugs in whatever form they’re currently residing. It’s not the now-rare kraken strike. Nor is it the decreasing performance at high part counts (over 30 for me and my computato). No, the very worst part for me and my 2000 hour love affair with KSP is the need I have to check the forums every few hours for a dev update. Don’t get me wrongs, I am in absolutely no way criticising squad here for lack of communication... it’s just I’m a little obsessed and, honestly, I think the obsession could only be fended off if I actually worked on developing the game. So, what’s the “worst part” for you guys? And I mean that in a way that is also kind of positive... like it being a huge time sink
  12. As it stands, CKAN (recommended installer) won't install Real Plume because, and I quote, "Error! RealPlume 2:v11.2.0 depends on RealPlumeConfigs, which is not compatible with the currently installed version of KSP" with the only option being to "Dismiss". Can somebody walk me through the process of getting around this or manual installation please? I know how to install a mod manually but it looks like there might be a fair few edits required?
  13. I agree, but probably a bit too intensive to slap on the already-cpu-intensive-KSP
  14. Damn, what pc are you using to have to consider this? Mines a really old FX based APU (not even discreet graphics) and I’ve not done this. I also use MJ to show vehicle info and it rarely disagrees with the stock read out... what circumstances are you finding it to be inaccurate? Also I realise what I’ve said doesn’t answer your question, but I’m curious!
  15. Honestly couldn’t choose between them... they’re both so integral to my builds already! BG is a beautiful bit of game-polish though.
  16. What I'm saying is, your tirade against TakeTwo/Squad is unwarranted. Sure, it isn't easy, but just because you don't get it - despite the wealth of videos you say you've watched, and ample documentation on this very site - doesn't mean TakeTwo/Squad is "dropping the ball". They've NEVER really "held the ball" in this regard to be honest, I've learnt pretty much everything from other users and trial and error. Same applies to the new features, which IMO, proves they are consistent at least.
  17. Yeah, I wonder if this feature will get another pass or update with future dlc? Honestly, I'd pay for ScanSat to me made stock and replace Kerbnet.. it has/had cool parts, better maps, cool scan-over-time thing... it really added purpose to missions just like the new surface-science-over-time parts in Breaking Ground. I'm getting off topic... but ScanSat is precisely what a lot of us in the community are asking for in regards to an orbital-science-over-time pack/parts/feature.
  18. Completely disagree. I found myself a little confused when they first came out... then I realised how it all worked and found it completely intuitive. Sure, it isn’t easy, but then neither is shuttle building...
  19. can we see your craft please? I'm at 2000 hours and I've never found myself in this situation - not saying its your fault or anything btw - I'm just very curious to see what, exactly, you're doing I realise 2000 hours is a lot, but when you look at what is possible in this game and how innovative and nuanced it can actually be... it isn't much time at all and this is an example of exactly that - experienced player coming across something totally new I love that about this game... rant over
  20. I'd heard about the SSTV before, but didn't realise there was so much backstory originally planed! Not sure how I feel about it though.. I mean its kind of cool but at the same time takes the game in a very different direction to where its going right now
  21. ngl I was expcecting a link to this
  22. Are you sure you haven't got infinite fuel on or something? Also, did the thumper actually reach orbit or just go into space and fall back down?
  23. Excellent work! Any practical uses for this in mind (in KSP I mean)? If not, its still a great demonstration!
×
×
  • Create New...