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About Kerbonautical

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  1. Wouldn't that be a good thing? I mean that would kind of indicate confidence that the build is stable right?
  2. Wow, thanks a bunch for the really in depth answer. I had actually wondered why performance had been going the opposite way as well so another question answered there. It would be really good to see multi-threading applying to ship physics, and it may still be an issue when you dock two very large vessels together it at least makes having them in the same physical space a lot more bearable. Being able to stack more mods is always good news too. Whenever the performance upgrade comes, I look forward to it. Hopefully it will also free up some space for the devs to continue to expand as well. I c
  3. You raise a fantastic point that I'd almost forgotten about, the stats about how far people actually go and I remember it being surprisingly close to home for the most part. Unfortunately though, I'd shift a lot of the blame for that onto the game itself for two reasons. First is the lack of tools as you mentioned. This increases the difficulty of interplanetary travel to some rather absurd heights where only the best players will pull it off. It may have changed by now, but the last time I went interplanetary it required mods and some external tools to work out if I would make it. The average
  4. Sorry if it seemed like I'd posted this thread and bailed, I've been fighting to connect to the internet most of the day. It's a real shame to hear about a divide that happened around the point that 1.0 launched, despite it not really containing much content that was what I was hoping to see, I still think it was good to see the game finally reach official launch. I can understand why though as the game really did change a lot. Some users I notice pointed out the fact the list of planned features is unreliable and being honest, it really is, however that shouldn't devalue the idea as it can pr
  5. Ok so it's been a very long time since I played KSP, around a year perhaps, so when I came to the forums to see what has changed since the 1.0 release I was surprised to see that it has mostly been minor additions. Other than the announcement of PS4/Xbone version coming which will require some understanding of GPGPU offloading to even hope of running off their measly processors as it is now, I'm not seeing much going on around the development anymore so I decided it's time to ask what is/isn't going to happen anymore. For instance there have been a number of features planned or considered that
  6. Or you can just send up a probe with a pod and EVA the kerba over to it. I'ts a lot faster and easier.
  7. I had this mod at one point and I can't remember for the life of me which one it was that allowed it. It was a mod that let me swap between different fuels that parts could carry. Considering Nerva engines now rely purely on oxidizer this seems like as good a time as any to have such a mod. Can anyone remember which mod it is? I keep thinking Interstellar for some reason but I have no idea why since that's a completely different mod.
  8. I don't really get the point of that response. I mean essentially I was pointing out something that I've never encountered before in any other version but it would appear that was possibly just luck. It turned out to be false flags anyway and I played stock for as long as I could until I got a bit bored. Sure we can play stock, but it seems like hardly any of the devs even play stock outside of testing. Mods are huge for this game and practically everyone uses them. I was just a little bit confused about what 1.0 would entail for mod development from here on out. It's all already been sorted o
  9. Right now I'm seeing KIS and Mechjeb as dead on my list but there's another coming up called KSPAPIExtensions and I have no idea what it is or even what mod it's tied to. It seems likely it's a version number issue so I may have a shot at tweaking KIS and MJ myself, but that other one is well beyond me.
  10. So it seems 1.01 was released? I just went to boot up from Steam and I got a message warning me of broken mods that aren't compatible. I could be wrong, but my understanding was that one of the things modders were looking forward to about 1.0 was that from here on mod compatibility would be less of an issue going forward. But it's not even been a week and already my Career file is now botched. Is this just how it's always going to be? Because honestly I'm no longer interested in the career mode at all after this. For the first time I was actually having a whole tone of fun in career, but what'
  11. Hmmm, strange bug. Any mods installed? I will say, for what it's worth I've seen an abnormally large amount of bugs for a KSP release. I think just about everything that could fail has failed for me, including my engine FX being blown up to size with the galaxy map. I'd ride it out until 1.0.1 and see if that fixes stuff up a bit personally. I didn't even want to post this answer because of recent threads etc but it's the truth of the matter. Also have you tried the NERVA? I'd be surprised if that doesn't overheat. But no other engines of mine have gained any heat yet either from the looks of
  12. There's actually a really easy way to orbit if you can't be bothered with a technical launch. I've found that everything I want in space can be shot most of the way with SRB's. Strap on a bunch and get it up to 25-30k with them and you can carry absolutely ridiculous size ships out of the atmosphere. It IS harder to leave the atmosphere but it also seems a lot easier to abuse too.
  13. If you put them attached to the bottom by default the items are upside down and protruding through the bottom. Make sure the orientation is correct. It should be easy to see with something like a goo canister.
  14. Since the 1.0 update is now upon us, one of the greatest advantages I noticed instantly was just how much of an improvement was gained by having the assets pre-converted rather than having to convert them as the game opens. This could of course be an even better improvement for heavily modded games which can take 5 minutes and up to load previously on even the best of PC's. So, do you think this will become the standard in the future? Obviously this is more of a question for the modders, and personally I have no understanding of the complications of having it pre-converted, my skills begin and
  15. I had the old fashioned crash when a kerbal hits the ground bug show up again earlier. I'd really like that one to be killed because it's kind of annoying how many times that has happened over the course of 100's of hours. I figured that would be gone for 1.0
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