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Artophwar

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Everything posted by Artophwar

  1. I have lived in the Northwest most of my life. I have been hearing about the BIG ONE for about 20 years. I remember some news story they did on it a few years ago where it showed if the REALLY BIG ONE happened, Vancouver Island would rip apart. It was pretty scary.
  2. It may be realistic based on the size of kerbin compared to real life but the size is there for gameplay reasons and for gameplay reasons the physics should at least try to scale to that size so that it still feels like earth. I believe the gravity of Kerbin is still 9.8m/s even though the planet is much smaller. A return from the mun without a heat shield should not be possible for gameplay reasons. Other wise you might as well just turn off reentry heating if it is going to have no effect anyway.
  3. Would it be possible to get the settings window/custom contracts window to save their position on screen? Everytime I start the game they reset to default and i have to move them back to where I like them.
  4. I am surprised this wasnt made stock with 1.0 but glad the mod still works.
  5. Sweet. Was waiting for this to be updated before I started my new career. Awesome work.
  6. Agreed. I think the Build.Fly.Dream. Trailer is way mor represenative of the game and the beauty of space. They should have done an updated version of with the permission of the original author like Start citizen did with their launch trailer. Which was an updated version of a great fan made trailer. That Build.Fly.Dream. trailer should be the video on the steam store page.
  7. One suggestion I have for the MRS nosecone probe is to remove the reaction wheel from it. The Stayputnik is the first probe in stock and it does not come with a reaction wheel. Or at least reduce the power of its reaction wheel, as it has 12 where even the mk1 command pod only has a strength of 5. The first stock probe with a built in reaction wheel only has a strength of 0.3. The MRS Nosecone probe just seems a little too advanced for the stock game. This is only a suggestion if you want to stick to a more stock tech progression. I personally have edited the cfg file myself to remove the reaction wheel.
  8. I just want something that would simply simulate proper shaped rockets. Requiring Nosecones and fairings and benefitting properly shaped craft. I also want to see reentry damage made default with the new aero model. It is something that could be toggled in the difficulty settings. They said they were going to add reentry damage a long time ago when they made the reentry effects and I think it is something that should be in the final game as it is a fun gameplay mechanic to create craft that can survive reentry or watching thing horribly fail.
  9. I too would love to see this updated for .90 as even with the new filtering I still cant get my parts to where I like them. This mod made it so much easier to organize the parts to where I could find them the fastest.
  10. Would it be possible to have the Quick Exit toolbar button always appear last?? I mean closest to the default stock buttons near the right side. It seems to go alphabetically and I have mods that start with letter after Q which makes it look a little weird for my ocd self to see the exit in the middle.
  11. I restart every time a new update comes out so I dont care about saves, though I sometime use the same craft files. You can usually keep old craft files and just test them at release. Most times things work fine and may only need a few adjustments. Recreating the whole thing is not usually required.
  12. By the the DDS conversion tool are talking about DDS4KSP?? Because I will tell you that it converts things pretty fast. I did my whole mod folder in like 2 mins or less with about 70 mods.
  13. 71 mods currently in my career game. There are a bunch more that I am looking at adding when they become more stable.
  14. I dont think so. Doesnt the contract say it has to be returned to kerbin?? Plus Im pretty sure that the the experiment pod description in the VAB tell you to not to attach it to anything that you are not going to return to kerbin.
  15. Is it normal not to be able to activate the toolbar button in the space center scene?? I can access it anywhere else but it doesnt show up on blizzys toolbar in the space center scene even though I have it selected to be visible.
  16. Just had this happen twice. I still havent been able to land. I will continue to try different approaches and add more info if it happens again. Here is what I have done so far. Launched a space plane to pick up a Space Station science experiment pod. Rendezvous with the station, do not dock. Saved game and quit. Loaded the game the next day. I go to tracking station. Switch to the Space station and undock the experiment pod. Use the pods RCS to dock with the spaceplace cargo hold. Quicksaved. Do a de-orbit burn and make my way down to the KSC. I only ever used timewarp while in space, so no physical timewarp involved. I fly past the KSC to the south and circle back to the runway from the ocean. Cant remember exactly but it was about 4km out that things started to go poof in a cloud of smoke. I had lost most of my wings on both sides and ended up plummeting into the ground near the edge of the water. Luckily I had set a quicksave before the de-orbit burn. I did not expect this to happen but I wanted to be safe incase i messed up something myself. So I load the quicksave and do another re-entry. This time I come in by the mountains to the east of the KSC. I approach the runway and again about 3-4 km out and my wings start to go poof in smoke. I end up crashing into the ground well short of the runway. It seems to be only the edges of my wings that get destroyed. It could be more but with the loss of lift I hit the ground before anything else gets destroyed. In the log both times it say that I ran into the launch pad. This is with approaching from opposite sides of the KSC so it doesnt seem to be taking the closest building. EDIT: Approached from the north and it didnt happen and doesnt happen anymore. I just restarted the game between the original post and edit so that may have fixed it. Still dont know why it happened.
  17. I halved the resolution of all the png and they still look good plus it is like almost a gig in memory savings. Maybe you could have a separate half-res download for people who dont know how to do it themselves. A lot more people could run it that way. Also the clouds are pretty sparse, if this is your artistic choice thats fine but I prefer thicker cloud coverage. Everything else is awesome though. Love the aurora, lightning, snow, interstellar music, and more. Great pack.
  18. I also dont see the part limit as a bad thing. The part limit with scale up with your mass limit too so you probably wont even notice it if you dont exploit massless parts.
  19. Everything sounds awesome. I probably wont start playing .90 until KCT is compatible. Want to start a new career with building upgrades taking time.
  20. Cant wait for the next version as well. Hopefully it will be an early christmas present.
  21. Just want to say I really like the mod. I was about to go and edit a bunch of mod contracts manually to reduce the science and then you released this mod. Perfect timing. I too would like to see a max science limit feature added. Keep up the awesome work.
  22. This is compatible with .25. I have had no issues. Also you need to supply the output_log.txt files from the KSP_Data folder.
  23. I will add that I had a rover driver burn up on kerbin. He was in an external command seat. It was not on the runway but out near the base of the mountains by the KSC. Once the pilot caught fire there was nothing I could do to stop him from burning up. The rover was travelling at 20m/s.
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