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SnailsAttack

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Everything posted by SnailsAttack

  1. Agreed. Gravity assists are so incredibly difficult sometimes, with the orbit lines just straight-up disappearing and never showing me the possible SOI intercepts. It gets incredibly frustrating and has so much room for improvement.
  2. [snip] anyways, the 3.5m tanks are still there. was it that hard to check?
  3. Could be fun if they made noise during certain events, e.g. touchdowns, reentry, and whenever a piece of the ship is destroyed. Maybe a little "bye bye!" type noise when undocking bits of your ship.
  4. Just wondering, are you avoiding adding custom science definitions for non-Gael stuff because it takes an unnecessary amount of work to write or an unnecessary amount of work to implement? Or both?
  5. Yes, the bugs and problems are mostly minor, but there are a lot of them. Like... a ton. If you even just skim through the suggestion subform you'll see just how many there are.
  6. This whole update feels kinda off to me. I feel like it was really rushed and that many aspects of it weren't thought through.
  7. Recently in KSP i've been getting some pretty low FPS, especially when I'm near a planet but sometimes even in the complete void of space. I can't seem to figure out what's causing it, and I'm using relatively low-part ships. https://imgur.com/a/PAjU1 An example of a 20-30 fps scenario with my ship in an orbit around dres. My mods include the following : https://imgur.com/a/0EtW1 Not all of them are on the latest version due to some errors with later versions of OPM and Kopernicus or my laziness, although i don't think updating them will help. My graphical options are set fairly low (Fast rendering, half-res textures, low terrain detail) and I've got V-Sync set to every v-blank. My max physics delta-time per frame per frame is 0.03, which i think gives better FPS than 0.12. Anyways, I could have sworn I always used to get good performance, but now the KSC lags a ton and it takes multiple minutes to switch to my some of my ships. If anyone can help me to figure out which mods I should remove or which settings will help me to get better FPS it'd be greatly appreciated. If you need more information just ask.
  8. I don't know about you, but running out of fuel mid-mission is a colossal pain in the ass. I like having a rough estimate of how much fuel I'll need for my missions, especially the longer and more complicated ones.
  9. The movie. I'd personally love to make or play a recreation of Project Elrond from The Martian. (:
  10. @jrolson yes, it's kind of like the universal "how far can I go" number.
  11. I'm trying to use the ISRU refrigerator, but I can't figure out how to get air into it. I attached a few intakes to the sides, but it doesn't seem to help. Also all the generators produce only about 5~ electricity p/s, not even enough to run the refrigerator (not producing anything) for more than a few seconds. I can't figure out what I'm missing in that regard, as I've got radiators and sufficient fuel. I can send some pictures if you need them.
  12. no microtransactions are awful in every way shape and form
  13. Rescue missions are a good bit of fun if they don't make you go too far from kerbin, so I'd like to see some additional challenges and requirements added to change things up.
  14. I can't seem to find any sort of guide on how the ISRU stuff works for this mod. Can someone link me to a page with info on it or something?
  15. I believe it's called the Nuclear Ramjet, but yeah it's from Interstellar.
  16. Oh alright. I was wondering if I missed some part of your mod that fixed that.
  17. Personally, I can't handle the emotional pain of having a failed mission... which is unfortunate because I crash and blow up a lot. And I really like having the option to restart a mission if my fairings get messed up and blow my ship apart or if I forget to use only liquid fuel tanks nuclear thruster-only rockets. It's not like nasa or whatever would make mistakes like that.
  18. I've been reading through this thread and saw this part, and I don't think that courage should have an effect on the likeliness of a panic attack. Kerbal "traits" aren't really designed or supposed to affect gameplay. Same thing with the accident event. I wouldn't really want to have to try and cycle through the Kerbal hiring menu while time warping to try and get Kerbals with better stats. Anyways, this seems like a cool mod. Maybe I'll do a playthrough with it eventually.
  19. You might be better off asking around in the modding discussion subforms.
  20. These are all excellent quality-of-life-esque suggestions. I'd really like to have some of these in stock, especially some new sounds for this mostly silent game (listening to nothing but the monotonous tone of injection burns gets old)
  21. You don't think it's a game limitation? I've personally never been to the exact pole of any of the planets, but I wouldn't really mind having to avoid a small area near it to avoid losing my ships.
  22. This can kinda be done already with proper placement of wings or struts and the use of the "linear movement tool" thing, but it could reduce part counts, so i support it.
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