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About Bandock

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    Spacecraft Engineer

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  1. You apparently can do that just like anything else. I'm actually now tempted to build my own nodes thinking about it.
  2. Time to announce my first mission that took several hours to test and put together. A mission called "Around the World in 80 Minutes?!". What is the objective of this mission? Well, just circumnavigate Kerbin within an 80 minute (1 hour and 20 minutes) time frame. You can play four of your favorite kerbals (two who are pilots) or you can play even a guest Kerbal. Who is this guest Kerbal? Why, it's none other than Chuck Kermanl! In fact, playing him we'll lead to quite a few interesting easter eggs. Play the mission and find out! In terms of overall difficulty, it can range from normal to difficult depending on skill and aircraft design. I decided to classify it as a hard mission as circumnavigating and then landing can be a difficult feat. Even more difficult is doing it in an 80 minute time frame. However, it is possible to do as I tested it. There is even a special reward (which admittedly, I haven't even got yet.) that gives you points for doing it in 60 minutes! This is actually quite possible depending on design and skill. Here is the long awaited link: Feel free to use this mission as a foundation for your own missions or even ideas from the mission. Heck, this could even encourage a pack of missions dealing with Chuck Kerman and his life as a highly skilled test pilot!
  3. Finally got the chance to play the expansion after the staff finally resolved my issue with the download not showing up on my account regardless of being an early adopter. So far, I've been having fun with the first mission (even when I had so many crazy things go wrong with faulty designs). It is a bit rough around the edges as trying to load existing missions have resulted in possibly a known bug where instead of being at the space center or VAB; you get placed somewhere on Kerbin and start floating upwards with no control whatsoever. Nonetheless, I'm thinking about giving the Mission Builder a try to see what missions I can come up with.
  4. Yeah, I'm still in a strange predicament myself since I'm still having trouble getting access to the expansion regardless of being an early adopter. Almost like either my account is screwed up when I created it just some time before purchase; changing my email address on my KSP Store account at one point; the game was purchased with a PayPal account of a different email address (as my father did pay for it as a birthday gift years ago; which I did allow him access to my account when the initial checkout was made); or some odd situation came up. I did get one response so far from the support staff after finding the receipt (which I had to find under my father's PayPal account as the copy I had on the original email address for my KSP Store Account was long gone). Fortunately, PayPal does seem to keep records of old transactions for several years.
  5. Only those who purchased the game up to March 2013 at the KSP Store can do a Steam Transfer. However, they're out of keys currently. So, I'm still waiting for mine to be fixed.
  6. Actually already sent an email since yesterday when I still didn't see the download for the expansion. I did send a notification several minutes though that I might do a Steam Transfer either tonight or tomorrow just to be on a more stable platform.
  7. Yeah, I'm having a similar problem myself. Even though, my copy was purchased almost a year before the cutoff mark (over 10 months before at least); I still haven't seen it on the KSP Store. I can still do a Steam Transfer (which I'm able to due to the same reason), but no download for Making History. I did find some issues with the KSP Store with the organization until yesterday where they're properly organized now. However, still no download at this time (except for the base game).
  8. Yep. I forgot that they added gizmos (since 0.90) that made it possible to move parts around in specific ways. Even though, I used them in the past; it wasn't till recent I found ways to bring payload in a more stable way using gizmos. I figured that why not use gizmos to build a real working VTOL aircraft? Took some trial and error, but this became a very good result. A bit hard to use at first, but excellent for training on using VTOL air/spacecraft. Probably the best design I have done so far in regards to VTOL aircraft (as well as spacecraft). I am considering building a truly functional orbital (SSTO) spacecraft this time around and finally make that challenge feasible. The biggest challenge for any such craft is definitely the center of mass (which having fuel placed a certain way may cause instability as fuel is depleted).
  9. First aircraft I have released in years on here. Just recently got in the mood of building interesting space and aircraft designs. Even managed to build a few new vehicles. Without further ado, here is the Spasho-I VTOL Aircraft: Download Link: Few might remember of my earlier attempts at VTOL space/aircraft. A good majority of them failed and haven't really built many even after 1.0 came out. I might look into bringing back the challenge about VTOL that nobody really participated in due to the sheer difficulty (even with aerodynamics added) at the time.
  10. I'm 29 and have been playing Kerbal Space Program since 23 1/2 years old at least (around February 25th, 2012 during the 0.13.2/0.13.3 era). I remember purchasing the game on my 24th birthday back in June 2012. As for my interest in this game; I have been wanting a game like this for a very long time (since very early 2000s at least). A game where you could literally build your own rockets and other spacecraft. It wasn't till one night I was digging around MegaGames (which used to be a website I would go for finding No-CD cracks for games we owned). One of the demos listed was Kerbal Space Program and thought to myself in a 'wow' moment. However, I decided to check out the real website and download it from there to make sure my leg wasn't pulled. After downloading the game and loading it up; turns out my dream finally came true. Before Kerbal Space Program, I remember messing around with Orbiter (which itself packed a steep learning curve) years earlier. Game wise, I remember playing games like Project: Space Station (which is a very rare game these days). Heck, my father once owned a copy of that game on the Commodore 64. One of my orbital construction pod designs was in fact inspired by Project: Space Station for work around the space station. Here is my Heddy Orbital Construction Pod from the early 0.18 days : Anyhow, it's been a long time since I've posted in this forums. I figured I would make a post after a long time.
  11. This edition of the guide is for Windows users who possess at least a compatible Geforce 4xx Series GPU (with the right amount of updates for GPUs prior to the 9xx series). These instruction may work under Linux or Mac OS X, though I am currently not using those OSes at present. If you already own a 4K monitor or at least a monitor that can utilize higher resolutions natively, you are free to skip most of the instructions. However, there are a few instructions that may benefit even those with such monitors. The main purpose of this guide is to get Kerbal Space Program to work with higher resolutions than what your monitor can handle. As some already know, using such higher resolutions on lower res monitors will result in downscaling (a nice form of anti-aliasing). Since Kerbal Space Program is not overly GPU intensive (from my experience anyway), it won't hurt to utilize higher resolutions. The following instructions are for owners of the mentioned nVidia GPUs (Basic DSR setup instructions): 1. Open 'NVIDIA Control Panel'. This can be done by right clicking on the desktop and accessing it that way. 2. Click on 'Manage 3D Settings'. 3. Go to 'DSR - Factors' and select multipliers you want to use. I checked them all to make sure I can experiment with other resolutions. 4. This step is optional. Go ahead and setup 'DSR - Smoothness' to whatever setting you want. It is sharper at lower settings while more blurry at higher settings. Under normal circumstances, you are done as all you need to do is go full screen and set it to the new resolution. However, this doesn't necessarily apply for Windows 10 as it now supports scaling. Due to such support, there are cases the new resolutions you specified will not change properly. Here are the Windows 10 Instructions: 1. Set the resolution of your primary monitor to the highest resolution available through DSR (done through Display->Advanced display settings). 2. Go back and change the size of text, apps, and other items to 100%. It will make it harder to read, but it will get the highest resolution to work right. Not to mention, prevent the oversized mouse cursor issue. Once you get it all setup, you should be able to enjoy the game at higher resolutions than ever before. Be aware there might be an alignment issue when you first load the game at fullscreen with the new resolution. This only happens once everytime you set a new higher resolution. That is basically it for the instructions for nVidia GPU users on WIndows (and possibly Linux/Mac OS X in some cases). For anyone who possesses an AMD/ATI GPU, feel free to provide instructions based on the guide I created. Heck, feel free to create a separate guide for those using hacks that led up to these official solutions.
  12. I am now here to confirm (after having to mess around with a wide range of settings) that 4K resolution is properly supported. I was able to successfully navigate the UI without any issue thanks to Unity 5.x. Edit 2: It is scaled right. It turns out it doesn't align right the first time, but corrects it the second time.
  13. It looks like 'KSP_x64.exe' executable is missing from both the installer and the zip archive on the KSP Store. Seems to be a distribution error, even though there is an option to run 64-bit through the launcher.
  14. I'm probably one of the first to discover one of the reproducible old causes of the NaN/Black Screen bug that would result in haywired Altimeter and crashing if you clicked at all. That was due to a bug with the colliders from my understanding was finally fixed or worked around. I even demonstrated it through a Twitch stream years ago (later stored in YouTube form). Link: I could also been one of the first ones to develop a space station with semi-repairable modules (originally to replace any damaged power modules), utilizing the in-hull docking port. This was back when 0.18 was first around. This dates back to December 2012 when 0.18 first made it's appearance to the general public.