• Content Count

  • Joined

  • Last visited

Community Reputation

106 Excellent

1 Follower

About TheUnamusedFox

  • Rank
    MM Patch Monkey

Recent Profile Visitors

2,409 profile views
  1. It’s been 8 years of playing this game and this announcement just brought me to actual tears. I’ve dreamed about a sequel to ksp for so long and the idea it’s finally happening is just... unreal. This game and community shaped such a big part of my childhood, I can’t wait to see that happen to even more people
  2. @blackrack I did some performance testing for your EVE modification, details in the imgur album. Did it with AVP 8k textures, is there a pack or pack config that spams the volumetrics for testing? Thinking old Tekto style solid sky/wall of volumetrics ---edit @blackrack Not updated, but the clouds work fine. Seems to be waiting for Texture replacer to update for its skybox.
  3. If you're going to do this, please at least don't post about it. People did that for Kopernicus, everything seemed fine, then people's saves started breaking.
  4. Thank you for sticking with it in spite of your frustration with the update. We really do appreciate all the work you do!
  5. Is there a way I can add the persistent thrust during timewarp to Near Future engines? I love this mod, but I'm trying to go with lower tech stuff this time around, and fusion engines are anything but I took a look through the part cfgs in hopes that it was simply a module I could add to an engine, like Persistent Thrust, but that does not seem to be the case. Is it hard coded for the specific engine controllers in this mod? I would use PT, but your version is so much better.
  6. Thank you for all the work you've done. You don't get nearly as much appreciation for it as you should, and regardless of your decision I wish you the best of luck. Your contributions to KSP will always be loved and remembered.
  7. Just go on steam, right click and hit properties for kerbal space program, go to betas, hit previous_1.3.1
  8. This was KSP's EULA when I paid for it. I took a trip in the wayback machine to 2012 Compare that to now. Lots of things changed, lots of things stayed the same. --edit I'm just curious, I don't actually care, but this license doesn't have anything like "This limited software warranty and license agreement (this “Agreement“) may be periodically updated and the current version will be posted at (the “Website“). Your continued use of the Software after a revised Agreement has been posted constitutes your acceptance of its terms. " Like the current one does. What does this mean?
  9. Love this pack so much! Such a massive, leaps and bounds improvement over the old pack. I also have another reason for loving it so much... KRAKEN DRIVES! The base frame is a massive improvement over airbrakes as a drive throttle. I would love it forever for this reason alone, but thankfully there's a whole lot more reasons than that --edit for @minepagan Gonna need tweakscale and ven's stock revamp, the one from github.
  10. This isn't really a craft showcase, more of a concept awareness post, I'd like to see more kraken powered craft floating around. Kraken drives have been around for a while. Earlier versions, before the various krakenbanes and bugfixes and physics changes, were based on landing legs. My current iteration is based on pushing an undocked landing gear shaft down onto the ship, creating acceleration... Spooky kraken wibbly wobbly physics. This ship is capable of landing on Duna and returning, with no engines, only using RCS for the encounter. There are some challenges in this, due to the way the K-drive works, and the arcane rules it works within. The K-Drive accelerates faster and more stably the faster you are moving relative to your current planetary body. Taking off in the atmosphere from the launchpad will not give you constant acceleration, it will lock you to somewhere between 8-20 m/s, until the ship spasms and starts accelerating at ~10g. This may also cause the landing gear to be scattered across the spacetime continuum, and is also not guaranteed to happen at any altitude. You can wait for 30 seconds or 10 minutes, it's magic. As you start to pick up speed and break past ~300m/s, your acceleration will start to dramatically increase, until you hit about 1000m/s, then stabilize. This has been the same across 4 different drive designs, modded and stock. This drive does NOT function at all in solar orbit, or even past certain altitudes for planets. Duna's limit is about 600km (in my game! it may be different for others, who knows, this is more magic than science), activating it past that altitude is likely to break the landing gear and will not provide any thrust. The drive also becomes less stable and more jittery again when below about 1km/s, which is somewhat noticeable in Duna orbit. Note that this drive is big mostly for visibility, so you can see what is going on very easily. Tiny drives can be made, and even smaller ones can be made without throttle control. There are a few different methods out there, this is just a big clunky one I made once I had the thought to try and get some more people into making k-drives. Timewarp will kill the drive. Sometimes just the thrust, sometimes literally killing the drive. Don't do it. CONTROLS - 1 undocks/decouples node There are two sets of airbrakes. The top airbrake set pushes the shaft back into the docking port, allowing you to timewarp. The bottom set of airbrakes is your throttle. Kraken is invoked for thrust at about 51 on the bottom airbrakes, keep the bottom set pinned on your screen. -I don't know how often kraken craft are posted, or if all that many people know about this kind of thing, as I don't browse the forum regularly. I mostly end up here in long bursts once every now and then...
  11. A question before I waste a bunch of time putting a beamed power generator in the liquid nitrogen oceans of Hadrian - do liquids affect convection on radiators? I'm not quite sure if liquids have a temperature value different from the atmosphere, but Hadrian's sealevel temp is 65 vs Gael's 288, which I assume is in kelvin, so it might be worth putting one down there regardless. --Also sorry if this has been asked and answered before, but I'm just about to leave for a few hours and wanted to pop this question on here real quick.
  12. Hehe, I generally run about ~130 mods, even in 32-bit. I have got a bunch of installs that ride the line of OOM crashes, and I have a good few dozen different installs - RSS, 3.2x, 6.4x, 10x, with various planet packs, varying realism and difficulty, and making sure all of them can run for a few hours without a crash took a lot of work, therefore 60-40 In reality, it's probably closer to 30-70, but here recently with 64-bit I keep piling on mods till the tower breaks down and having to go over it with a finetooth comb to find what's breaking what, write cfgs to make different mods incorporate resources and converters I need to get them working with eachother, and plenty else. It's a nightmare, but an engaging one.
  13. Just curious how much time other people spend getting their horrifically modded installs to work, rather than playing the game. My time is probably split 60% playing to 40% troubleshooting and working around bugs, which is actually a pretty staggering amount of time, now that I think about it, considering how much I have played KSP over the last 6 years . What's it like for you? -Wasn't sure if this should go on this forum or general ksp discussion... --For example, I decided to play KSP an hour and a half ago and I have yet to launch anything due to updating mods and finding what's breaking stuff...