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Posts posted by Rock3tman_
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1 minute ago, Nate Simpson said:
This was a ton of fun to record. Thanks for taking the time to put together such great questions!
Now I need to figure out where at KSC to put the dive pool...
Absolutely, I need to reiterate how awesome the whole KSP team was to work with on this!
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Hi everyone!
My college rocket team is putting on a podcast called the Midwest Rocketry Forum this fall, and for our second episode I got to sit down with Nate Simpson and Paul Furio of the KSP2 team to discuss the game. Tune in to learn some new things about the game!
You can listen to the podcast on our website here, or on Spotify or Apple Podcasts, which the website has links to.
Let me know what you think, and if you are interested, register on our website to get alerts for future episodes! -
Congrats! This one has definitely been a long time coming. Can't wait to play with a bunch of this stuff.
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Loving the new update! Finally I have a reason to use these parts haha. Seeing everything at reStock standards has been a real treat for sure.
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1 minute ago, d4harp said:
Whoever is in charge of screenshots/promo pictures, do you mind listing which visual mods you have installed? (Assuming it's not a custom private config) These pictures look beautiful!
The release screenshots we're compiled from a number of people with different visual packs in their installs, including my own that has SVE, scatterer, planetshine, and KS3P.
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The issue with the Scout I find more in gameplay is getting things to fit within that small fairing, because I absolutely despise unrealistic fairing size. It's definitely a super fun launcher to fly though when I have a payload that can fit on it.
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Some screenies from my EM-1 simulation thing:
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Jumping on the screenshot thread here with my recent launches for a comms network:
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From a tester/screenshot monkey's perspective it's crazy how much of a difference Restock makes when designing missions. Upping the quality on all parts and adding useful part variants makes stock gameplay feel a whole lot less limiting. Major props to the art team here, @Nertea and @cineboxandrew have tackled a truly amazing amount of work so far.
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3 minutes ago, CobaltWolf said:
Ant and Spider are looking fantastic y'all, that's what I like to see.
I second this, massive step up in the art direction here. Unfortunately, I have a hard time with how inconsistent the styling is with the revamp parts, and it looks like it will end up in the trap of the game before the revamp where there are multiple art styles that don't mesh at all.
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First! Glad to see that this mod is getting some love again, it was always a crucial part of an install. I'm trying to put one together again and will probably post about my efforts later tonight. Problems that need to be worked out at the moment are chiefly that the KSC spawns underground and finding a way to fix that.
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2 minutes ago, DriftNasty said:
Thanks, would this work with the Outer Planets Mod?
Believe so, Sigma applies this globally so it should be functional with all planet mods.
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3 minutes ago, CobaltWolf said:
Does Rescale! still work?
I believe it's broken in the newest update, but Rescale is just a set of SD configs and it's only marginally more difficult to set the scaleyourself. The readme for sigma is quite good.
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20 minutes ago, DriftNasty said:
I am not using a rescaled system but I do modify the thrust and fuel loads to better approximate the flights. How would I go about rescaling the system to match better? It might be worth it to start a new save using the rescaled system. I'm not that far in.
You'll need to download the latest versions of Kopernicus and Sigma Dimensions, Sigma Dimensions will allow you to customize the scale of your solar system through some easy cfg file adjustments (I think the exact file is settings.cfg). Ones that work really great for BDB are 2.5x resize and 2.5x rescale. Once you go rescaled, you'll never go back.
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Nice! Should be a must have for my next career game.
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Congratulations, been watching your revamp posts on Reddit for some time now. Finally we're getting the part revamp that KSP actually deserves.
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Big decouplers would be greatly appreciated, I always feel like that's one of those niches that stock decouplers have never been able to adequately feel for me. As for the separation solids, I use them semi-frequently, but they are rarely visible on boosters so I've never really given thought to how they look
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This looks absolutely amazing. You have a fine eye for art style and I seriously can't wait to see what you do with this. IF you want some really good concept art to base your project on, look at the art of Bob Mccall. http://www.mccallstudios.com/newer-worlds/
The man did concept art for 2001: A Space Odyssey and a lot of stuff for NASA and you should definitely look into it.
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2 minutes ago, macktruck6666 said:
Ummmm.... Just tried to do a re-entry backwards like in Elon's simulation. LOL, did you all balance it to re-enter backwards?
No. I did not. Engines were not facing front in his simulation, it was more of an "upside down" than backwards
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1 hour ago, macktruck6666 said:
I don't have much experience with anything, i just est and analyze until i figure stuff out through deduction.
Okay will try upping the reflective part to 99% just to see if it affects anything. Currently explode at 76km coming in from 300km orbit
Okay will try setting the direction 0,0,0 applies the heat shield to the entire craft so the bonus may not be applying or be enough
I will have already significantly alter the mass of the craft but will likely have to alter the mass distribution further. At about 80km altitude it flips even at a pitch of 20 degress. For reference the space shuttle re-entered at something like 40-45 degrees. I think i may need to make it more nose heavy.
We had the same exact issue with balancing the BFR and adjusting the COM of the engines was a big part of making it work. Also install correct col for better visualizing body lift in the editor. Good luck and I'd love to see success so we can alter stock balance.
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Also I would like to say that our stock configs append the weight of the parts significantly to account for the fact we didn't use stock ablator. I think it's also worth considering that PICA-X doesn't ablate very fast, so a whole 30 tons of it may be in extreme excess.
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Congratulations times ten! These look absolutely terrific and I can't wait to play around with it.
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That's his problem, I don't know why you would post that here.
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[1.12.5] Bluedog Design Bureau - Stockalike Saturn, Apollo, and more! (v1.13.0 "Забытый" 13/Aug/2023)
in KSP1 Mod Releases
Posted
You called?