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TheReaper

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Everything posted by TheReaper

  1. need updates for one of the greatest mod ever ! seriously this is the first mod that adds an entire new gaming exprience in under like 50 parts, so awesome please keep these up
  2. i have a bug, really weird and really annoys me even though its really a minor one. i have deleted city lights folder in boulderCO, the city lights dll in EVE plugins, the detail and day city texture files in clouds/textures. becouse i dont want anything to do with city lights, and i have to admit your current model of dense city lights that only occur on the shores of kerbin at night and their visuels look really aweful, daytime cities look really buggy between the clouds , clouds dont appear to be on top of them due to their edges get confused like sea waves moving back and forth on shores. however when i do this. my laythe looks like a darker version of the vanilla version with standart clouds, no big blue glow on overall texture i also lose the blu-ish tone on kerbins lands on daytime, i think it was suppose to be atmospheric thing that turns lands bluish the farther you look, i only delete the files with city+daytime city+city detail tags and my textures get bummed, i suspect the city files in "clouds/textures" folder is resbonsible since they are named that way but under the texture folder and they contain a little more data then what they have on cities. any help? edit: figured out, it appears deleting the files in cloud makes kerbin and laythe as it is in standart EVE. not BA add on. i have deleted the lines in the cloud layers so game wont look for the city details, and this way i planet looks just fine so is laythe, there is one issue though a straigh line that cuts 2 parts of the map, same as the line as in the daycity tga when i take a look in the picture, its minor and barely noticeable when i dont pay attention so i will just leave it be , laythe outside appears fine as well, ill just keep on to this as i wait for v5
  3. what is your best guess for a release date? i just cant wait
  4. this just looks awesome allthough rings looks like a rocket bulit too long that it wubbles but its great i cant wait for v5, way to stick to astronomers !
  5. also in my opinion the new rings you showed are way too large, makes the planet look like a fat belly. i would appericate a dim and slim ring though , just like the real jupiter has. as for duna, i think the current one is good but clear white clouds on a red planet with only white thing is solid ice is weird, i think duna would look best if clouds has the same map as currently, has a reddish tone not too red that we cant clearly see it and confuse its edges with the ground, but too white to look weird, i will leave the crrect colour tone ( as its the only thing neeeds changing in my opinion )to your profession, keep up the good work,
  6. ireally want the next version, looks really cool event hough i have a problem with performance, high res clouds are so awesome my computer cant deal with it, low res clouds are so ****ty i cant tolerate it .D the main problem i have with this v4 , i reilized it when i landed on laythe, laythe has some black clouds in lower areas, i removed all cloud layers yet black clouds remain, looks really bad on surface, however when i make 0 changes when i just save and load with it, using the cloud command bar, alt N, the black clouds go away and i can watch jool with awe . why am i here if it really sounds like EVE problem? well its not eve problem , the better atmosphere pack is what got me this problem. laythe looks very dark anyway so even in day time, i belive its reasonable as it adds some mysterious alien planet imagry but hardly be called esthetic. ill just leave pale white clouds up, does anyone else have this black smoke problem? really anoying
  7. bring 2 without symetry , so they will be 2 different goo containers, remember to place them at exact opposite sitess as you can MANUELLY, this way you will blance the craft and get twice more data, i just make a action group 1 full of sciences, i press 1 and everything works, tons of science just buy pressing 1 and transmitting, i made 3500 science without leaving kerbin's system and its moons
  8. did you do anything like enabling part clipping in editors, unhealthy buldings, abusing the quadra couplers or smilier, what does the log say at the end of the flight with explosions? does it say any parts colliding?
  9. it is currenly mostly about faster transmisison and less energy per transmission, its mechanics arent exacly explained nor understood
  10. get an encounter where you appearr behind the target relative to its prograde aerobrake if posible, test nodes so you will get lowest periaps posible on encouter,
  11. you cant kill jebediah, he is the god at reaperaing
  12. you can always ignore eve, bring a litlte more fuel than you think you have for security protocols, try to get an encounter with lowest periaps as posible, also always do "moving with the planet" simply achived by entering the SOI from behind the orbital bodies trajectory, this way as the planet rotates you will go with it, and will give a much more slow down due to climbing up after periapsis, if you get encounter from ahead of the bodies trajectory, it is usualy a slingshot to a different location, not the best idea
  13. if you need to perform an orbital docking at the target orbital body, it makes things easier, also approaching for landing from an actual orbit than a direct crash trajectory, is more efficent
  14. in the most basic form, burning at periapsis facing prograde is efficent, since planets gravity is bosting your speed a little bit more, it is most usefull when you need to burn multiple time, multiple burns ussualy happens when you need a very low thrust engine and need a very high delta V, such as burning several km delta V with a single nuclear engine, burning whenever you get near periapsis, when a little more when you get away a little more from periapsis, and that is all it, remember only prograde burns get more efficent at periapsis, inclination changes and retro burns are better at apoaps
  15. except if you want to go to a place why would you go to suns orbit to start adjusting anyway, just start immidiatly where you are, since beginning at suns orbit is a little bit off from anywher close to sun, but beginning at kerbin is a nice way to have oobart affect on you to be more efficent, its usualy better to start from a planet than in sun orbit travel
  16. yeah you are rigth ejection angle doesnt matter there, itmatters when you begin from a planet
  17. phase aplies when you do a planetery burn not in suns orbit but in your origin, gee , phase does matter, being at the place where planet is , easy, being there at the same time matters
  18. well large rocketse i build usualy comes with several sas modules, winglets and vectoring engines, so i guess nose cones are still useless thanks for reponses
  19. just land on bodies, get samples, and bring a lab and goos and antennas and lots of electriicty recharge with you, set action group to all experiments like goos, seismics , lab and all, i use it as 1,so press 1 and select send data , rabitly do that when you get to different biomes, you need tones of electricty, phsics warp increse the rate you can do it, land or perform flyy to kerbin atmosphere, near and high kerbin, mun bios and minmus, and return with +3000 science
  20. no problem, it is explained on the site that it only gives information of trajectory between bodies orbiting the same body, like 2 planets, but not like kerbin to minmus or alike, i dont know why, it could have ben a great help if they ve added that,
  21. the rockets without connes go higher than thoes with cones rigth?
  22. Hello there, a quick short question, does nose cones work? in the patch notes of .22 , it says they increse stabilty within atmosphere, while wiki does warn that its affects are neither explained nor understood by the community, and from what i can see they still do add lots of mass and drag, if anyone experimented and or understood the currect .22 mechanic of nose cones, can you tell me if i should use them or not? esthetic reasons arent valid
  23. launch at correct planetary phase alignment, boost your orbit so your escape trajectory will match your current orbital body's prograte or retrograde direction. the main point is getting to the point where the planet is at the same time the planet is there. check this out http://ksp.olex.biz/ it will tell you when to launch, when to begin burning in your orbit so your speed relative to the sun will be decreased or increased to match the orbital body you are wishing to go, you do not need to go to begin manuvers and burns to go to a planet. just use the burn at your current location, such as kerbin, if you are familiar with gravity assists, having tiny burns to make huge differences in your sun orbital trajectory, get to eve at the correct time from the correct way, from eve you can get to anywhere
  24. i have some news for you about the signature... and its going to dissapointing
  25. BEAUTIFULL! I WANT KSP TO LOOK LÄ°KE THÄ°S BY 1.00 im sure it will be
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