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Everything posted by Motokid600
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[1.8.0-1.12.5] AtmosphereAutopilot 1.6.1
Motokid600 replied to Boris-Barboris's topic in KSP1 Mod Releases
Just wanted to say thank you for any and all work being done with this mod. You dont really appreciate something until its gone . I fly alot of planes for long periods of time. Sorties that take me all around the planet with multi hour flights. Simply cannot be done without AA. Highly look forward to the update. Hope 1.8.1 helps.- 961 replies
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- autopilot
- fly-by-wire
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This would overwrite the new stock planet textures, right?
- 1,908 replies
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- astronomers visual pack
- visual enhancement
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[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
Motokid600 replied to JPLRepo's topic in KSP1 Mod Releases
Would I have trouble installing this in an existing career save? -
[1.8.0-1.12.5] AtmosphereAutopilot 1.6.1
Motokid600 replied to Boris-Barboris's topic in KSP1 Mod Releases
Forgive me if I missed the answer somewhere back, but at the moment is this usable in 1.8 with that bug mentioned above?- 961 replies
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You may want to pick another episode. IIRC the director stated that was done for story telling purposes. If anything trying to get realism correct its The Expanse. And it does it with a fantastic story. To each their own obviously, but i wouldn't write the show off based on that one scene. Because it does get alot right and goes above and beyond what any other form of media does to replicate space travel.
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which parts of KSP1 aero do we want to keep?
Motokid600 replied to OHara's topic in Prelaunch KSP2 Discussion
I honestly don't think FAR is any more complex then stock. The complicated information is there for the people who want it, but you don't need it. You follow the same principles in stock as far as CoM/CoL go and still get a flyable aircraft. Only it actually feels like you're flying on a cusion of high pressure air as opposed to floating through liquid. -
Saw it the other night. Wow that was bad... Don't even know where to begin. Overall a complete and total violation of orbital mechanics and physics in general. But all that aside this is literally a movie about nothing. I couldve gotten by the ridiculous disregard for the laws of motion. Nothing happens. No explanation is given for what the Lima project was. No explanation as to why it was discharging these pulses nor why they were being aimed at Earth. No revelation in the end. Just "hey Dad let's go home" - "Nope" - "Okay see ya." End of movie... The only thing I liked was the proper depiction of lighting at Neptune. It being really dim. I was hoping they were going to touch on the empty universe theory. I really thought that was going to be the big brain buster at the end. It would've been an interesting spin on Hollywood space. But no. Nothing is ever done with it. Save your time and money.
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Neither. Stars in the shade. None in the sun.
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"Set Orbit" for perfect relays?
Motokid600 replied to Motokid600's topic in KSP1 Gameplay Questions and Tutorials
Ah okay so its the MNA ive been manipulating MNA to get the spacing right, but that alone is setting sats in random orbits. Thank you ill try messing with LAN/ArgPe -
I swear the "Set Orbit" function has changed in the past few updates. Been having some trouble with it trying to set polar satellites at equal intervals from each other. EQ sats I can seem to manage. SMA Eccentricity Inclination MNA OBT LAN Arg Pe ( this is new to me ) I set my SMA for the orbital period I want and then if I recall correctly I use LAN to set the angles for each sat. 0,90,180,270 for four. And that works for EQ sats. But the moment I set inclination to 90 things get wonky. Sats get put on different planes relative to eacother and in retrograde orbits. How exactly can I use this tool to fix them? Truth be told I dont know what MNA, OBT ( orbit? ) or LAN means. Nor that new setting below.
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KSP 2 "bull session" with DasValdez today! 3PM PDT
Motokid600 replied to Snark's topic in Prelaunch KSP2 Discussion
I really hope there's some resource that needs to be supplied to the orbital VAB to build in it. -
Ah okay I see. Yeah especially given the premise of the colony building and now word of being able to launch several crafts at the same time. Honestly KSP2 could be nothing, but a complete physics calculation overhaul and nothing more. That alone would be a buy for me. Suppose we'll find out as time goes on. Fingers crossed. Love the mod by the way Shadow. KSP2 will be lesser without your models.
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Where did you read this from specifically? This is huge. Im on the reddit everyday and if they mentioned a part count limit then the community would be exploding. So far out of Pax West we know " Far greater part counts, unspecified." Or did you mean to have a performance limit like KSP? KSP2 will just have a higher ceiling. I read that as a HARD part count limit.
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"Remaining in ascent" being spammed.
Motokid600 replied to Motokid600's topic in KSP1 Technical Support (PC, modded installs)
Interesting. Ill try that, ty. Edit: That worked. Strange. I guess somethings changed in the past few years. Ive always had an output_log being generated. Used to go in KSP_64_Data. So I guess with the verbose logging option something changed. Because ive always had MJ as well. But ty so much! I never would've guessed that was the issue. -
"Remaining in ascent" being spammed.
Motokid600 replied to Motokid600's topic in KSP1 Technical Support (PC, modded installs)
Does anyone recognize this? The one with the white square. I cannot seem to find where this is from. I suspect it may be the culprit. Here's my mod list. -
"Remaining in ascent" being spammed.
Motokid600 replied to Motokid600's topic in KSP1 Technical Support (PC, modded installs)
You're right it's MechJeb. I had console up while enabling ascent guidance and saw the message being spammed. And I can trigger it. Hm. I wonder if it's not liking JNSQ? With the 2x rescale. Edit: No I think it's an old module manager config im using to apply MJ to all probes. Edit2: Nope...hmm. -
How exactly do career contracts fare ( be they stock or modded ) with the 2x planet scale?
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KSP should still be able to run at 60fps even with mods. Discuss.
Motokid600 replied to TimKerbin's topic in KSP1 Discussion
It would be KSP 2 essentially. -
KSP should still be able to run at 60fps even with mods. Discuss.
Motokid600 replied to TimKerbin's topic in KSP1 Discussion
If KSP 2.0 ever becomes a thing what would it take to support high performance at high part counts? Is it even possible given any game engine? Cant Simple Rockets 2 handle high part counts? -
New to rescales. You think FAR could have any issues with this? Not sure if there's some custom atmospheres here that FAR could mess with.
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Pulling my hair out trying to figure out why the planet modifications wont load. Was snooping around the Kopernicus thread and learned the mod has a hard-coded version check. And is not updated to 1.7.2. So unless I roll KSP back to 1.7.1 am I dead in the water until the update?
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[1.5.0] Procedural Fairings 1.5.0.5 (2018/10/18)
Motokid600 replied to rsparkyc's topic in KSP1 Mod Releases
Im on 1.4.5. Is there any reason as to why I cannot build fairing bases larger then 7.5m? Every tier is unlocked. -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Motokid600 replied to Galileo's topic in KSP1 Mod Releases
Im having issues with extreme fps lag around Iota. Not sure if its just Iota. Its fine around Gael. Thats as far as ive gotten so far in this current save. Its an old version. 1.4.5 i believe. It happens in low orbit when the LoD loads in. ( forget the proper term its been awhile ) Console is clear. No NullRefs, no spam. But for what it counts here is the LOG. And for some reason I cannot find an output.- 7,349 replies
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- galileos planet pack
- gpp
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