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Thygrrr

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Everything posted by Thygrrr

  1. Am I doing something wrong...? My badass/orange Kerbals aren't immune to the tourist downgrade effect and will go on strike. I had this issue since KSP 1.1, so I wondered whether it was another mod causing it.
  2. I'm running into the same problem with BTW - drifting orbits, drifting Delta-V and direction vectors for maneuver nodes. At first I was thinking I was seeing things, as it only occurs after some time. I initially blamed it on DMagic's new maneuver node, but it also happened with Precise Node. I have both a custom rails warp as well as a custom physics accurate warp. Another thing I noticed is that "Warp Here" for pretty much all intents and purposes, including precise node's warp, gives you pretty random results, usually off by at least 10%. (so in a 30 min orbit, warping within 3 mins of a node will often end the warp 11 seconds after the node) The problems go 100% away with BTW uninstalled.
  3. My fav is Valentina. And the Avatar of the Youtuber called KerbalEssences. Yes, I like puns.
  4. Looking at the code of many of the Mods out there, you don't really need to be good at coding, either. Just do it Think Kerbal and cobble it together.
  5. I have an SSD that reads at 1GB/s and the game with about 5 major content and 15 small feature mods takes over a minute to load. The raw transfer to memory from disk would be under ten seconds, so there is a lot of processing going on. also, between scenes I often get really long loading screens recently. I'm afraid SVE and SVT have to go. i have a 1080 so unless I have 200 parts in a base FPS is around 90. i have the suspicion that module manager spends a long time parsing strings to apply its patches.
  6. I would love a mod like this. With a more spread out tech tree (community TT?) so Progress can be a bit more gradual I would play the hell out of it. Also a nerf to MPLs, maybe a modest 5x to 10x nerf
  7. Hmm I wasn't able to follow him everywhere, so what do you see as problematic ?
  8. The science is solid. The phantom force people speak of, I believe this came from a misunderstanding and press sensation bias. Though - my late father actually researched a little in this field and I'm still trying to piece together what he found, because he also mentioned a weird effect that defied his physics understanding. (he was a bona fide physicist and repeatedly worked with NASA, though that was mostly mass spectrometry and leak detection tech). I'm sadly more of a computer scientist so my understanding is very limited.
  9. This is the best video I found on the topic.
  10. I tried to build an SSTO Plane (MK2 Architecture). After dozens of crashes and splashdowns, I achieved a bunch of suborbital flights, albeit with no payload, around 500 m/s too slow, and now I am wondering if I need to use different engines (best results so far I got with two R.A.P.I.E.R.s, but fuel economy and trimming are a challenge). More lift results in better climbing and takeoff capabilities, but makes descents extremely hazardous. I also hit "FULL THROTTLE" on an entire Minmus base which had 3 skycranes, a Lander, and a return module attached. I usually don't revert or quicksave, but this time I quickly re-loaded persistent and pretended nothing happened. Now, only the SkyCranes have active engines.
  11. I noticed that while the mod says it recovered all Kerbals and science etc. on a descent stage, if they are TOURISTS, the contract still fails. The kerbals are then also no longer available in th crew roster (suppose the contract sys removed them)
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