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Everything posted by MartGonzo
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
MartGonzo replied to cybutek's topic in KSP1 Mod Releases
I don't think it's fully working in 1.0.4 as it was telling me that a rocket had a TWR of 1.4 but it wouldn't get off the pad, could be something to do with KW Rocketry though as most of the parts were from that mod. -
Yep, 1.0.4, it's just a small hotfix for those having trouble with 1.0.3 apparently http://forum.kerbalspaceprogram.com/threads/126423-Kerbal-Space-Program-1-0-4-patch-is-now-available!
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You don't want go digging up UFO's in ice fields ever seen The Thing? doesn't end well. Today I started a new career in 1.0.4 all seems to be going fine, no issues with my mod list except that the framerate in the VAB seems very low.
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A naked space man?
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1ST Person EVA / EVA Improvements?
MartGonzo replied to Gameslinx's topic in KSP1 Suggestions & Development Discussion
The Hullcam mod has first person EVA now and is up to date http://forum.kerbalspaceprogram.com/threads/46365-1-0-2-Hullcam-VDS-Wide-Angle-Camera-Female-Kerbal-EVA-view-Updated-8-May -
Best - Batman Arkham City, GTA series, Rome Total War, Black and White, Thief 1&2, Amnesia Dark Descent, Outlast, Rollercoaster Tycoon 3, The longest Journey, Devil May Cry 3, Civilization 4. Worst - Borderlands 2, Far Cry 4 (or any other game made by Ubisoft in the last 5 years)
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Is there a specific way to use this? I've been trying to build a long range lander and as I build down I run out of room but I can't move the rocket any further up. it stops when the top gets near the ceiling.
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Since the 1.0.2 update I can't build spaceplanes either. I did manage to build a couple with enough Dv and engines to get to orbit but I can't fly the damn things. they get to about 30k then decide to randomly flip all over the place . I hate the new aero, everything's a chore
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Don't get me started on artificial sweeteners, especially aspartame and it's various other brand names. If people knew how that stuff was made they wouldn't touch it with a ten foot pole, same goes for the flavourings PepsiCo gets from Syngenta, that's even worse. There are some pretty disgusting things going on in these companies.
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HotRockets! Particle FX Replacement + Tutorial
MartGonzo replied to Nazari1382's topic in KSP1 Mod Development
If you want but it's purely subjective, so if you were to change it to my taste no doubt half the people or more would complain that it's not as good as it used to be. don't take it personally, I just prefer the stock effect it doesn't expand, it doesn't look shaded like the stock effect does and it looks very regular, no randomness like the stock effect. -
With hot water usually 'tis the stuff of life, and I think has probably been the fuel behind the engineering and space industries more than anything else.
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HotRockets! Particle FX Replacement + Tutorial
MartGonzo replied to Nazari1382's topic in KSP1 Mod Development
ok, nevermind then thanks. -
HotRockets! Particle FX Replacement + Tutorial
MartGonzo replied to Nazari1382's topic in KSP1 Mod Development
As I said, that didn't work, I still have the new smoke effects I tried deleting the module manager cache at the same time but that made no difference. here's some pics (using the skipper engine) demonstrating: Stock: HotRockets HotRockets with launch_hotrockets.cfg deleted As you can see deleting that file does not bring the stock smoke back. -
HotRockets! Particle FX Replacement + Tutorial
MartGonzo replied to Nazari1382's topic in KSP1 Mod Development
Yes, I want the stock smoke with the hotrockets flame effects, sorry if that wasn't clear. -
is this ksp or flight simulator? More landing struts needed!
MartGonzo replied to hobbez's topic in KSP1 Discussion
I don't like the idea of keep adding parts ad-infinitum. for those of us who are addicted to tweakscale half the parts are redundant already. So my solution would be to force everyone else to use tweakscale too go on, you know you want to! -
HotRockets! Particle FX Replacement + Tutorial
MartGonzo replied to Nazari1382's topic in KSP1 Mod Development
I don't have that file, I have these in my MP_Nazari folder, launch_hotrockets.cfg nasa_hotrockets.cfg squad_hotrockets.cfg srb_hotrockets.cfg zAtmo_hotrockets.cfg no configs in the FX subfolder and no configs in the smokescreen folder EDIT- I tried deleting the launch_hotrockets.cfg but that didn't seem to make any difference, the mod still worked and it still used the alternate smoke effects. -
HotRockets! Particle FX Replacement + Tutorial
MartGonzo replied to Nazari1382's topic in KSP1 Mod Development
Does anyone know if it's possible to just have the engine effects without the smoke effects? and how I would go about doing that? -
Moho is tricky to say the least, thanks to some good advice I got on here I learned the easier way of doing it is to ignore the transfer window and launch when Kerbin is at the ascending or descending node of Moho's orbit (if you launch into an inclined orbit close to Moho's inclination you can save quite a bit of fuel too). Then burn to get your periapsis down to Moho's orbit, then wait until your close to getting an intercept on the next orbit and do a small burn to get that intercept, Moho orbit's so fast you shouldn't have to wait long.
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Default settings on external, maxed out on internal. although tbh I still think Kerbquake was better, especially as it also worked with the first person EVA
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Best game ever, and may the kraken strike down any heretic who says otherwise
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Launched this leviathan to land on Dres, the idea was to have a large margin of error on the fuel but it turned out to be surprisingly tight.
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love your new female textures Hotaru, great work! fits very well with the game. So I used scart's textures for the suits and male heads, removed the female heads and used yours instead