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Everything posted by WWEdeadman
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Basically nothing, but that's cause I record literally all my KSP gameplay in video form.
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I did at least probe landings on every stock planet and moon, and a few of the Outer Planets mod too. Currently trying to do 100% reusable manned returns everywhere I can in the stock system.
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[KSP 1.10.1] Destruction Effects v1.12.0 (09/23/20)
WWEdeadman replied to jrodriguez's topic in KSP1 Mod Development
So, nothing too bad here, and I can live with it, but somehow when using this on my 1.6.1 install I use for my current YouTube series, I get the destruction effects showing up on launch. Presumably from detaching the launch clamps, but I can't really tell. Nothing actually breaks on any of the rockets though, so I'm a bit confused how those effects get triggered. Anybody else got that issue? Otherwise the mod works as intended with 1.6.1 -
The only thing I've used it for ever since it doesn't do SAS anymore, and requires reaction wheels, was for a Sputnik replica, which I used as payload on my Soyuz stock replica; and as a way to tell FMRS I want to be able to control that dropped stage, on early career reusable launchers.
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Yeah, I also just always start with fresh installs for new modded saves. It makes everything much easier.
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Oh, that's a fun idea, here you go:
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What gameplay rules do you impose on yourself?
WWEdeadman replied to Klapaucius's topic in KSP1 Discussion
I didn't really implement any personal restrictions, up until my current career, that I have not used a single capsule in, but only the Command Seat. I even made my own module manager config to make the Command Seat be in Tier 0 for that. The set goal is to land on every body in the stock system (except for Jool, for obvious reasons of there not being a surface) manned, and return the Kerbal safely. The ships to Duna, Ike, the Jool moons, Dres, and Eeloo are currently on their way, and the Eve lander still needs some more in-orbit assembly. Again, all without capsules, so the stuff ends up looking real... kerbal. Apart from that I'm planning to do a 100% reusable career next. -
It's OK, I keep forgetting what stock Kerbin without EVE and scatterer looks like all the time.
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I compliment Squad on the insane of difficulty of Eve.
WWEdeadman replied to sedativechunk's topic in KSP1 Discussion
Well, I can't exactly say how many hours I put into KSP in total, as my steam hours are only the shorter time I put into 100% stock stuff, but I'd estimate around 1000+ hours all in all, and I have gotten a Kerbal back off Eve exactly once before. I am currently going for for a second time. It probably is the single hardest manned mission you could possibly attempt in the stock system. -
Closest you have gotten to the Sun
WWEdeadman replied to Cheif Operations Director's topic in KSP1 Discussion
I crashed into it, that's the closest I got. This was back in Episode 28 of my Let's Play, which is up to over 500 episodes by now -
Any good KSP lets play recommendations?
WWEdeadman replied to Omniscient Walrus's topic in KSP1 Discussion
I don't know of any currently still running heavily modded LPs, but the ones mentioned above sure are good, and there's also there's HMV's New Horizons series, which was using the New Horizons pack for the Kopernicus mod, so even if it's not incredibly heavily modded, it's definitely significantly modded. Also, of course, there are tons of my own LP videos, most seasons not heavily modded, but there was Season 2 which was the first time I played modded, and that sure had a bunch of mods, then there was Season 4 which I called "Hard Mode", even though it wasn't really overly hard, an Outer planets pack playthrough and my current playthrough which only uses command seats for crew, no capsules, and is also modded, even though not what I'd call heavily. -
Your First KSP Image (When did you take it)
WWEdeadman replied to Johnster_Space_Program's topic in KSP1 Discussion
My first KSP Screenshot was Jeb stranded on Eve.- 33 replies
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when can i expect making history to release?
WWEdeadman replied to abbe026's topic in KSP1 Discussion
Dude, it was only 5:30 AM in Mexico when you posted this. It's still only 6:30 AM. Time Zones. Expect it sometime today. Probably more towards evening for us here in Europe. And in general, everyone, stop making new threads about the release time... -
I found the same issue today. Looks to me like the it's a problem with the fact that Kerbals can't EVA inside fairings. The mod tries to EVA the Kerbal to seat it in the seat, but the game won't let it, cause the seat is inside a fairing, and then it loops infinitely, ending in the game locking up. Not an expert on what is doable with mods, so no idea if that's fixable on the mods end.
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You know your rockets are REALLY big when...
WWEdeadman replied to MedwedianPresident's topic in Forum Games!
When you arrive at Gilly and IT starts orbiting YOU.- 55 replies
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To anyone going "No I don't want the game to tell me what I should do for achievements" you do know you can just freaking ignore that they're even there, right? Most people do this for most games. Also, you don't have to lock a game to steam for it to have steam achievements. And if you launch a steam copy outside steam it won't trigger steam achievements, but that's about all that does. As I said, any argument against adding achievements on PC is invalid with the consoles getting them. End of story.
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+1 on that. If there's already trophies in the PS4 version, and the XOne version has achievements too, then adding steam achievements would just be logical. And yeah, ideally also in-game, so non-steam people can have them too. Really, with the console versions having them, any argument against them on PC is invalid.
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SRB (solid rocket booster) is one that comes to mind as weill. Apart from that, all I can think of right now, has already been named.
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Finally did my next polar landing. This time on Pol's north pole And yes, that's the entire interplanetary stage used as lander.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
WWEdeadman replied to rbray89's topic in KSP1 Mod Releases
By that logic the dark side (currently facing away from the sun) of every moon / atmosphere-less planet would also have to be pitch black, which it isn't in-game thanks to ambient lighting, making the game playable on the night side. I have no problem with the planet/moon turning to night-side dark in an eclipse, in fact that's a great thing to implement, but in terms of gameplay it NEEDS to be still visible. Realism good and well, but having "planet/moon without atmosphere faces away from sun" and "planet/moon without atmosphere gets eclipsed" being different makes no sense. Also it looks stupid if the eclipse in any way affects the already-night-side, like in the screenshot of Ike I posted. That's not realistic. And, yeah, theoretically Mun and probably Ike too should turn red in an eclipse, like Moon does IRL. But honestly, that's details that don't need to 100% be replicated in.game for me. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
WWEdeadman replied to rbray89's topic in KSP1 Mod Releases
Well, the feature sure has the side effect of the moons not being able to be lit up at all, so it kinda ends up looking like they turned into black holes xD I hope this ends up being less "let's turn the texture entirely pitch black" in the future. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
WWEdeadman replied to rbray89's topic in KSP1 Mod Releases
So, I haven't seen this mentioned in the last few pages of the thread or in the known issues, so here is my problem: Moons seem to turn their entire texture black/invisible if they are eclipsed by their parent body. (see screenshot of Ike being only half visible in the second spoiler below) This already happened to me on the Mun and Minmus before( see video in the first spoiler tag for it happening in orbit around Mun) I first thought it was another mod, but after testing today it turns out the bug disappears if I remove EVE. SO somehow this mod seems to be doing this. Anyone else have this problem, and are there any solutions? This is happening on the latest EVE release, as well as the pre-release, on KSP 1.1.2 -
Did the 3rd landing in my Polar Landings Operation. This time on Eeloo:
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Another polar landing, this time on Minmus