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Everything posted by orosee

  1. Right, I forgot about the Debug menu which I've never, ever used (*cough* *cough*)... Definitely worth a try. I really loved the non-aerodynamic, wider-than-tall, asparagus-staged rockets. It just seems to be more... "Kerbal" for the atmosphere to behave like soup. And also, for certain missions (like satellite or station maintenance), I find myself stuck in the atmosphere during take-off and re-entry far too long, even with 4x warp on. Basically, for me "people" have true aerodynamics and re-entry heating and a real solar system, but Kerbals have soup, survive 15g of deceleration and build rockets that are sometimes more fun to watch explode rather than make orbit. Thank you for the replies, I'm really not a fan of using the debug menu but let's see if that can rekindle my passion. Or maybe 5 years of KSP are about the limit for me.
  2. Is that an odd question? What I mean is: Is it possible to have the current editor, interface and parts but with the atmospheric behaviour (start and re-entry) of 0.25 or 0.90? Basically, I want to use launch vehicles built for the earlier versions (I have a fleet ranging from 1 ton to 300 ton payload that don't work well at all with 1.0.5) AND I want to be able to re-enter Kerbin's atmosphere at 4,000+ m/s almost vertically, decelerate through 10+g then pop open my chutes at 600m and still walk away from it. Oh, and the trajectories mod would work as it used to work :-) I never used FAR or Deadly Reentry, so the new aerodynamics and heat models take away from the enjoyment of my game. I've seen my playtime drop from 2-6 hours per day for the years prior to "Gold" down to now perhaps 8 hours per month. This may not fix that, but I'd rather spend as little time as possible in the atmosphere (especially on reentry). So either this is just something I overlooked in the settings, or impossible. Any ideas?
  3. Oh wow, I just saw that right now. Lots of music there, indeed!
  4. "It's the Kerbal Way!" How could I forget! I withdraw my correction but still recommend the Earthling version for a great listen (perhaps for those playing RSS).
  5. Gentlemen! I've just been listening to the album for the x-teenth time since it was released. It's "Ullah", please (more precisely, it's pronounced "Uuuulllaaaaaaahh!!!"). And thanks to the author for the magnificient "War of the Worlds" quote. For those who don't know it yet, there's a very affordable digital copy of "Jeff Wayne's Musical Version of The War of the Worlds" on US Amazon (don't try iTunes) which you should listen to with good headphones. Meanwhile, someone please mod me a working tripod for KSP! PS: You can go all out for 40 bucks (it was $120 at itunes): Super Special Edition of JWMVOTWOTW
  6. I had a problem with landing on Kerbin (stock aerodynamics), I was returning from Mun with a simple vessel, aiming for the pyramids on a very shallow trajectory (the re-entry made 3/4 circumference within the atmosphere) but after setting the prediction crosshair, I still had to use more than 300 m/s dV of remaining fuel to keep the crosshair in spot - it just kept moving "left". This definitely never happened to me before 1.0.x. Anyway, absolutely GREAT to have it and I'm sure any problems will be ironed out soon.
  7. Just becoming part of this crazy thread... 1AM here already :-/
  8. I'll definitely run a parallel installation next to 0.90 and 0.25. Unless Squad *finally* integrated "Editor Extensions", I'll have to wait with serious playtime until the mod has been updated. I still can't understand why Squad is going all Microsoft and keeps omitting essential features (that are available as mods since... ever) while adding optional and even game crippling ones (say, memory footprint of 0.90 vs. 0.25). Ah, what am I saying - I'm hyped anyway.
  9. Clearly the stabilty of KSP depends on the number and size of mods installed. I use plenty of mods but none of the huge ones (B9 etc.), mostly small fixes that the developers forgot to or refused to implement over the last 5 updates (Editor Extensions, Enhanced Navball, etc.) plus KAS and KSPI. BUT(!) compared to 0.25 where I used more and heavier mods, 0.90 is about as stable as jelly, using OpenGL is basically mandatory and what would I do without the ATR mod? I've already gotten used to playing without Texture Replacer and EVE just to get at least 30-60 minutes without crashes, and yet once I return to the Space Center from any mission, the game crashes as soon as I enter any building. Pfffft... If it weren't for a few very nice cosmetic changes in 0.90 (placement of struts looks much better, for example) I'd probably go back to 0.25 completely, even with a full mod complement plus TR and EVE I had less memory footprint (on OpenGL) than stock 0.90 with DirectX 9. I also noticed that there is a growing amount of negativity on Steam from long-term players with respect to 0.90.
  10. Yep, the above happened to me too (this was the latest mod to install and it worked without problems before). Of the above, I'm NOT using the following (perhaps helps to exclude the culprits): ActiveStruts B9 KW Bahamuto Armory,Dynamic Parts,Adjustable Landing Gear,Destruction Effects,Camera Tools Atmospheric Sound Enhancement Soundtrack Editor ( used to remove ksp tracks to free up ram) KerbQuake Persistent Trails Magic Smoke Robotic Parts Lack Luster Labs TimeControl Universal Storage Near Future NEAR KerbalJointEnforcement Collision FX Kerbal Foundries
  11. Running KSP with OpenGL In brief (if your video card supports OpenGL), edit your shortcut to KSP to look similar to this: C:\KSP_025\KSP.exe -force-opengl In Windows, remember that a path needs quotes if it contains spaces, e.g.: "C:\KSP 025\KSP.exe" -force-opengl Definitely have a look into the new ATM and DDSLoader, it'll make a difference (only time consuming at first run, I did several runs with stock first, then low-graphics mods added, then the big graphics mods one-by-one): DDS Loader Active Texture Management With the Astronomer's set, try "Oblivion" first before "Interstellar". I find the visuals of the older set more pleasing but that's a matter of taste (and RAM). Troubleshooting OpenGL (may not be necessary): Reddit
  12. I'll join the chorus! Thanks so much; if I could take only one mod to a remote island it'd be editor extensions! (might become stock as of version 0.7x in 2018)
  13. I have one suggestion and one question (that sort of rhymes): 1. Is it possible to write/read the URLs to/from a text file for export/import? I spent a good deal of time linking a lot of Kerbalstuff URLs yesterday (using 1.0 Beta) and it would be fantastic if there would have been a list of all links for a simple import into Tinkertime. And then of course it would be wonderful if there's be a weekly updated list (available on Kerbalstuff, Tinkertime page or community built) that I could download and import. So much time saved! So many smiles! Unwanted mods could be "marked" in the app and would be ignored with every future update of the list. So basically this would be a "directory" for Kerbalstuff, and more important (because it is so annoying to navigate) Curse. Oh, and while I'm at it, please at Curseforge :-) 2. I can't find out where the downloaded mods are stored. The app EXE is in "..\My Documents\Dropbox\Private\KSP\[EXE]" but not the ZIP files. There's nothing in "My Documents" ("..\My Documents\") either. Where should I look? Well, this could be fantastic (at the moment a few mods do generate errors but most pass). I'm looking forward to the updates! EDIT: Found the files, may I suggest that we can choose the save path because I keep my documents etc. on a separate drive which is not part of the Windows installation drive (which now has 1.5 GB of mods in a place where I'd never look).
  14. Yeah, that was my first thought too! FloorIt has become a major staple for my games, so the "z" key is now as taboo as "x" or space bar. Perhaps changing it to CTRL-z is possible in a new version?
  15. Is it just me? I used this plugin on 0.24.2 x32 and ran into this problem which messed up a few of my orbital maneuvers: - set a maneuver node, turned off throttle and went into times-X warp using ">" - used "<" to return to real time before reaching node (pressing it more often than necessary just to be sure) - throttle set itself automatically to a value higher than zero (which took me a while to notice, hence the messed up orbits) Next, I used Kerbal Alarm Clock for some high speed warping to the Mun - throttle set to zero - KAC set to exit time warp 60 seconds before maneuver node - Maximum warp! ">>>>>" - KAC stops warp 60 seconds before node - throttle set to a non-zero value, messing up my orbit After removing the plugin, no such problems. Except that for the launch sequence (only then) of every new ship, throttle is already set to 50% (by Squad I guess) which is annoying. However during gameplay, throttle remains at zero until changed manually. (Afterthought: The only other plugin I'm using that "messes" with the throttle is FloorIt Pro, but that only sets throttle to 100% when pressing "z")
  16. I don't think it can remove parts but TAC Part Lister gives you a nice list of the parts used in your vessel: http://forum.kerbalspaceprogram.com/threads/31760-0-23-0-23-5-TAC-Part-Lister-v1-2-22Dec KSP Mod Admin 1.4 - if my memory doesn't betray me here - also has a nice function where you can look up missing parts from vessels that would not load because of a missing mod. Not what you're looking for, but since it had helped me a few times I thought I might just add it here: http://forum.kerbalspaceprogram.com/threads/26031
  17. - when you always trust the VAB to get your staging right - (with RemoteTech) when you've sent an armada of ships to the Jool system and realize that none of your long range antennas will survive the aerobraking and that periapsis is in Jool's "shadow" (oh did that hurt!) - (with Near Future and Interstellar installed) when you realize that the thermal power generator of the one mod doesn't work with the nuclear reactor of the other - when you realize that some antennas and thermal radiators have collision detection and are able to break your ship in pieces - when you forget to make a copy of your saved files after removing "that mod that you don't want to use anymore", before starting the game - and lose 90% of your vessels after loading (thanks Squad!) I've done everything that was said in all of the posts before mine.
  18. Same thing here - dreams, sleep deprivation because of "one more launch". Just imagine how NASA people feel without 100,000x time acceleration...
  19. Oh wow, that reminds me of a time when I had a PowerPoint presentation of a web site (non-interactive) and I kept clicking the "buttons" and "links" to no avail.
  20. 60 is not even that far out of sight for me (I catch myself saying that I'm "40-ish" more often than not) and fortunately I've got a baby on the way due to arrive in 6 weeks, so from then until the boy is old enough to use a maneuver node to circularize an orbit I'll definitely be able to follow your good advice. I wonder if KSP will be at a 1.x release by then. We'll probably fly gestures with Oculus Rift support by then.
  21. Hahaha, thank you guys for the great replies, I'm feeling much more "normal" now. I totally forgot the YouTube videos, it happens there too. Special thanks to the posters who gave some advice on how to grab hold of real life outside KSP - some good thoughts and fortunately I've still got plenty of opportunity to do something away from keyboard, although sometimes I find myself watching KSP videos end on end, but at least for now I can do without re-runs of "Interstellar Quest" or "Space Tourism". Great community!
  22. Just a thought on (Korean) Memorial Day holiday which I'll spend mostly with KSP... Am I the only one who, when seeing a screenshot of a KSP scene (VAB or in space - from my own screenshots or those posted on this forum) automatically tries to adjust the view angle by holding the right mouse button and wobbling the mouse around? Always takes me a few seconds before I realize that I'm not achieving anything... All fun aside, I'm slightly worried that my brain has been conditioned by countless hours of KSP to go full automatic... like a grey fleshy Mechjeb in my head. Would be happy not to be alone with this problem, perhaps time to found a KA group (Kerboholics Anonymous)? Never mind, away I am, I've got a new 300 ton launcher to develop and fly.