Dr. Death
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Everything posted by Dr. Death
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[1.0]Vanguard Technologies | EVA parachutes | still works
Dr. Death replied to Kreuzung's topic in KSP1 Mod Releases
Cant the parachutes be tweaked to be more real life-like? the semi deployed parachutes already make the kerbals survive everywhere on kerbin at x1 timewarp, but the real life descent rate is slightly lower, but the fully deployed parachutes are just too slow to be compared to real life. Also, just a nitpick of mine, but its there a chance to make the parachutes round? like, military-paratroopers round? -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Dr. Death replied to rbray89's topic in KSP1 Mod Releases
I think the biggest thing that i want to see in the mod besides dynamic weather, and more weather stations, are JUST space clouds (also 3D if possible) and to have the particle effect of the clouds to be extended. The thing is that it seems bad when i am just on top of the clouds and instead of getting a "top gun moment" the fact that 5 km away the clouds are just a color layer breaks the inmersion. -
Maybe its related to the way choppers work? having choppers in KSP work like in real life IS difficult, but possible, as KSP threats the atmosphere as a gas substance, just like how it works in real life, making a good simulation of choppers possible. Of course, the "controlling" part of flying a chopper may be way more difficult even.
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[0.23] Squad Texture Reduction Pack - B9 and KW Packs also
Dr. Death replied to PolecatEZ's topic in KSP1 Mod Releases
It may be nothing but the .bat inside the reduced texture pack was taken as a virus by my computer. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Dr. Death replied to rbray89's topic in KSP1 Mod Releases
Astronomer, my computer is an i5 with an ATI 6950, but with an ugly 1024 x 768 screen it could run everything nowdays maxed out. Even with 8gb of ram. When i installed the highest piece of PC-killer that you had to offer the game didn't started up, so i played smart and i used the x64 bits .exe. When i used the Aeris A3 to the cloud level i could hear my fans being tortured, i never thought that an unity game could strain my PC this bad ever since Flight Simulator X when i spawned in the middle of tokyo with maxed out settings. You, astronomer, sir, ARE NOT joking when you said that the best quality version of your mod could incinerate a PC, i take my hat off and now i am seeing if i can use a lower res version -
[1.0]Vanguard Technologies | EVA parachutes | still works
Dr. Death replied to Kreuzung's topic in KSP1 Mod Releases
is there an official .24.2 version on the way? -
I am truly sorry if this is an useless reply or if this has been answered already, but its there any optimal orbit (in kerbin) to use the telescope? i know that until the level 2 optics nothing will work out of Kerbin orbit, but i want to know if being in the lower orbit gives better results, because i dont think the zoom difference from being at 100 km to being at 8 000 km is too much
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[1.0.5] Advanced Jet Engine v2.6.1 - Feb 1
Dr. Death replied to camlost's topic in KSP1 Mod Releases
Wait, does this mod needs B9? -
[1.0.5] Advanced Jet Engine v2.6.1 - Feb 1
Dr. Death replied to camlost's topic in KSP1 Mod Releases
so, no updates on why the game stucks at rapier loading? the only thing that i can think of that changes the way that engines work, wich may conflict with AJE, would be just interstellar, maybe dynamic fairings/wings and deadly reentry. -
um, worth noticing, the scansat problem happened after i upgraded from the old V3/V4/V5 (one of those, cant remember) to the V6. Also worth noticing, SmartASS is never "active" in RPM, at first i thought it was just a problem with me not understanding what to do, but now that i think of it, it may all in all just be a problem with the RPM addon itself
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[1.0.5] Advanced Jet Engine v2.6.1 - Feb 1
Dr. Death replied to camlost's topic in KSP1 Mod Releases
if to install means to pick up AJE folder inside 1.3 and put it into gamedata, then yes, i installed it correctly -
[1.0.5] Advanced Jet Engine v2.6.1 - Feb 1
Dr. Death replied to camlost's topic in KSP1 Mod Releases
the rapier loading problem is still there, maybe its a conflict, its there any compatibility issue with infernal robotics, hyperedit, or interstellar? -
[1.0.5] Advanced Jet Engine v2.6.1 - Feb 1
Dr. Death replied to camlost's topic in KSP1 Mod Releases
i already have hotrockets installed -
[1.0.5] Advanced Jet Engine v2.6.1 - Feb 1
Dr. Death replied to camlost's topic in KSP1 Mod Releases
is it just me? or the game is stuck when loading the RAPIER engines? is it because of 23.5 compatibility? -
dont know who else, but KSP wont cutt out my chutes when i land on timewarp, it wont even destroy objects that touch the ground on timewarp, so i guess this got a SQUAD fix?
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[0.23.5] Hollow Structures & Hulls (Updated: 2014-04-09)
Dr. Death replied to Alskari's topic in KSP1 Mod Releases
you dont get it. i DO LOVE your parts, but i cant see both KSP stock parts and this ones going together in a ship looking nice, after all, one of them are more square-based while the stock ones are cylinder-based -
[0.23.5] Hollow Structures & Hulls (Updated: 2014-04-09)
Dr. Death replied to Alskari's topic in KSP1 Mod Releases
please tell me you have a .craft file....