TimMartland
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Everything posted by TimMartland
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What do you want to see in .23
TimMartland replied to jmosher65's topic in KSP1 Suggestions & Development Discussion
Resources. Please. Must. Have. Soon. Please. Squad. Everyone. Wants. Them. Please. -
Valerian Station (a long station)
TimMartland replied to CmdJarvis's topic in KSP1 The Spacecraft Exchange
Bow down mortals! The great space noodle of the sky's has come!!! -
Goosexi-love your videos, I watch every new one that comes out. Your really good at KSP and have a great commentary. I you deserve to have loads more subscribers an I encourage anyone who sees this to go watch his videos ASAP
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Parts for easier offworld base assembly
TimMartland replied to Nobody's topic in KSP1 Suggestions & Development Discussion
I agree with this idea, especially the telescopic ports-they would be useful, cool, realistic and would fit in with the games 'feel' -
I would love this if it could be done, but I'm not the most confident and I quite like the Kerbol system as it is. Having a randomly generated system would take half the fun out of the shared missions, the "ooh, have you seen such-and-such place" and being able to go see what your friends saw in that crazy Mun crater. If it was for interstellar travel, with random places to xplore, it would be so mind blowing. Plus, it would need insane work and might not be possible
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Map mode planet marking
TimMartland replied to xzxvrx's topic in KSP1 Suggestions & Development Discussion
I think being able to mark areas of the map would be cool. You could add little 'waypoints' and name them so you could remember specific spots. It would also be fun to name craters after all the Kerbals you crashed/blew up/span into deep space. -
This is far too much awesome in one thread! Great work Temstar, this kit is really well done and has lots of cool stuff in it. I think I'm going to...'take inspiration' from your base crawler-I could never get a reliable way to build modular bases.
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Tune in to KSPTV at 18:00 CST for Episode Zero of SQUADCAST!
TimMartland replied to Maxmaps's topic in 2013
Squad should post these 'casts onto YouTube for us lazy people who have to, you know, sleep and stuff. Plus, you would probably get an awful lot of views. -
You Will Not Go To Space Today - Post your fails here!
TimMartland replied to Mastodon's topic in KSP1 Discussion
I built a multipurpose unmanned Duna 'Round Trip', a ship with 2 probes and a rover that I could just eject and deploy once I was in LDO (Low Duna Orbit). The probes went off fine, so I proceeded to launch the rover and its retrorockets so it could land. Unfortunately for me, I soon realised that I had no rover control. Looking around at it I saw it had no probe core. After face palming suitably I abandoned the debris and destroyed the rover from the tracking station (I usually leave debris up for realism, but this was just annoying and I wanted rid of the thing). I proceeded to the VAB to create a new rover, and whilst adapting the launch stage from the previous mission I saw that I had indeed had a core on the rover-I had been in docking mode and, due to a lack of RCS my angry WASD and space bar bashing had proven fruitless. I once again face palmed profusely and then sat in front of the TV watching Game of Thrones and hating myself for deleting the rover. The moral is: DON'T BE STUPID LIKE ME-BE SMRT. -
Bio Space Manufacturing Co. Mission Reports. [PICTURE HEAVY]
TimMartland replied to Bioman222's topic in KSP1 Mission Reports
I know the 'Yay, finally SOMTHING dosent implode' feeling all too well. -
Laythe + Pol. I was gonna set up 2 probes for a planned colony (never finished-the skeleton i had was smited by 0.21) and the first made it, but the second ran out of power during its burn after going round the dark side and trying to continue using the ION drive (I left it going whilst I had a cup of tea) and ended up shooting off and away from laythe. I managed to edit its orbit for a pol encounter and got an orbit on RCS and the tiny amount of fuel left
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
TimMartland replied to sirkut's topic in KSP1 Mod Releases
I think I found a bug with this mod. When I went into time accelerate and came out again, the physics wouldn't load-the red light on the staging menu stayed red and I couldn't interact with my ship. This happened multiple times. I also had B9, KW rocketry, MechJeb 2, Kethane 0.74 and KSPX installed, but I know it wasn't a bug from any of them as I played on the save with these mods for some time before installing Magic Smoke and had no instance of any such bug. Help/confirmation would be nice, as my save is now unusable due to this bug (Uninstalling didn't help, but that is true for many bugs.) and I had to start over without the mod. -
Auto kill time-warp at waypoints
TimMartland replied to DeadManWalking's topic in KSP1 Suggestions & Development Discussion
I think it should be a toggleable option in the menu, something that you could add in if you wanted it but switch off if it was troubling you -
A Possible Model of a Kerbal Galaxy
TimMartland replied to Danthalios's topic in KSP1 Suggestions & Development Discussion
I think a cluster/cloud galaxy of a few stars (a few dozen tops in vanilla game) is a realistic aim if the devs were to do this. The KSP team is incredibly imaginative and are very able, but to complete an entire galaxy (even a small one) would be a difficult feat for anyone. I think that a large part of any interplanetary gameplay would be community-based, E.G lots of moddable planets people could create if they wanted extravagant, complex worlds, or even a system where high-quality systems and worlds created by the community could be refined and added to the game if they were good enough to reach the standards of planets already implemented -
The war against lag: Anti-lag fairings
TimMartland replied to Psycix's topic in KSP1 Suggestions & Development Discussion
Well, I think this is a splendid idea. It doesn't cause any realism issues (The fairing would act like the payload was secure inside, a realistic, strutmageddon-free and aesthetic way to fly) and would help people with less powerful computers. I don't have lag issues, but I have to play with lower graphics than I would like due to PhysX being wobbly and laggy. -
Kethane mod: is there Kethane on Kerbin?
TimMartland replied to jebster's topic in KSP1 Mods Discussions
There is Kethane on Kerbin, try putting a scanner into polar orbit and doing x50 warp, it gives you good general coverage -
Thanks, just realised I had to use an archive program (WinRAR for me) but I was going through the source one XD
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How do you install exactly? My download just gives me a text file.
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How many parts is too many
TimMartland replied to Claytsuk's topic in KSP1 Gameplay Questions and Tutorials
As I add more parts my game slowly gets slower, and at 1500 parts there's a huge drop-off that gives me about 3FPS -
How to build CSM/LM rocket
TimMartland replied to Pawelk198604's topic in KSP1 Gameplay Questions and Tutorials
Not sure why you would even need a 2-part lander. I built a large lander that, once put into orbit by the assent stage, could fly to minimus, land, take of again and fly back with 10 per cent of the tank left. -
Your design could probably be modified to work, but I think you should simplify it to 4 small nuclear engines on fl-t800 tanks around a x32 and x16 tank, with a lightweight pod/micro lander/probe on top. Not a very powerful design, but safe and lag free transport for small landers and probes. It can reach orbit over Duna and Eve and return and do one way trips to any of Jools moons. Hope I helped