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KSP2 Release Notes
Everything posted by rdwulfe
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13km now. The land beneath is... not as level as I had hoped. Ademone and BillyBobdorf now look... concerned. Perhaps bordering on vague terror.
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Wulfe here, reporting in from 50Km above Eve. The atmosphere burns around me. Ademone and Billy-Bobdorf both seem calm and relaxed. Things are going singingly. Keep your limbs crossed for me that the landing is uneventful. I'm snagging photos as I go.
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Thank you, Javster, I worked like mad on it. I enabled clipping on those shock intakes, so I could make it a touch more efficient. It seems to be working. I'm rather proud of it.
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I'm still on .24.2 for this, but wish me luck, folks: I'm about to attempt landing a spaceplane on Eve, take samples, and return to space. I hope my calculations are good enough. I'm using KSP Interstellar Lite on this, so I don't exactly have to worry about fuel to fly around, thankfully... however, I still need enough fuel to switch into closed mode and get back into space, so we shall see! This, by the way, is my first Kerbal-ed trip to Eve, with a return planned.
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I worked on my projects in .24.2... But then abandoned them to install .25 -- I may continue them, as I finally had a viable spaceplane setup, a space station, and a Duna+Phobos lander on a return trip.
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Heavy planes break the runway in 0.25?
rdwulfe replied to mrwinesauce's topic in KSP1 Technical Support (PC, modded installs)
Oh... joy. I hope that gets adjusted! -
Oops. Well, I decided to go with custom settings, and went primarily ironman. My first casualty was Jeb, on his first flight. He made orbit, but there was a mishap, I forgot to put a decoupler between the capsule and the orbital module.... Thus, the ocean consumed the spacecraft which I could not quite slow down enough. Goodbye, Jeb. You died for Science! Also, say goodbye to the casualties of your new space program in this thread!
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Is there a Steam group for KSP? I'll gladly join one. Da Wuff
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I'm very sad to admit that I suck at SSTO designs. I've tried with stock, NEAR, and FAR.... and I get nowhere near, and very far, from my target of orbit. I can design rockets until Jeb comes home, but getting a plane into orbit? Apparently, no.
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What do you do when something explodes on launch?
rdwulfe replied to rdwulfe's topic in KSP1 Discussion
I'm enjoying all of these responses so far, and I thank everyone! I am very curious about how other people play. A sandbox game is wonder in the fact that it allows each of us to express ourselves and play in a way that in no way affects how others play. I love that! -
So I was curious how people respond when something explodes on takeoff. I do this in response to the hate and upset over the new minor explosion feature (which, for the record, I think is neat and fun). I don't really want to start a debate or get folks riled up, I'd prefer to keep things light and positive, I'm just wondering how the people who complain that this will make the game harder/more annoying are justifying it, considering that most likely, people revert. Or I do, most of the time, unless I particularly enjoyed how something went, or am playing a game where I've forced myself not to revert for various reasons. I even have a mod that has a big red button to make me revert, so I lose SOME credits.. but it's such a minor amount it really doesn't seem to matter, I still end up with millions. So I was curious, feel free to participate or not! Thanks. Wulfe
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So does this release work with 0.24.2? I'm unable to get the right-click dialogue to show up once I launch. The objects all look good in the VAB, but I noticed the right-click menu for the properties in the VAB is not showing, either. I'm wondering if it's some combination of mods I use that is incompatible. I use RemoteTech, MechJeb, KSP Interstellar, and several others... those are the ones I think could interfere, however. If more info is needed, will gladly provide.
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Maneuver nodes Invisible?
rdwulfe replied to rdwulfe's topic in KSP1 Technical Support (PC, modded installs)
Missed that, sorry. And I figured it out, happened across it accidentally on another website. F4 toggles the display of the little reticule around other objects in space. There's also apparently a settings option for it. -
Ok, I've had this happen in unmodded KSP, but my current KSP is modded, so I'm going to post here, just in case. I keep having problems with maneuver nodes being invisible/gone. They still show beside my navball indicating how much delta-V is needed for the maneuver, but the node cannot be seen along my orbital path, nor is the prediction of how the orbit will change. Is this related to a graphics setting or something? Edit: Sometimes if I quit and restart the game, they return. sometimes not.
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NASA IXS Class Warpship, and Spacedocks - For KSP-I and Stock KSP
rdwulfe replied to Stevie_D's topic in KSP1 Mod Releases
This is beautiful. I shall name it "...." and fly it around space and time. Really, in all seriousness, this is an amazing piece of work. It's breathtaking, I laughed with joy watching the videos of it. -
I admit, I can't tell if the game even has orbital mechanics, SOI changes, and other things that might make such 'Krakens' visible, so who knows. But, as workarounds exist for floating point errors (which the Kraken that most people refer to was), it's possible he did remove that bug. However, others likely exist in his program. It's part of coding.
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That's more of a common Sci-Fi trope really. Common on Star Trek, for example. It must work, they say it so much... I wonder why my electronics projects never work when I switch the positive and negative leads?
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I'd love to know what game this is? Is it nearly as complex as KSP? Not saying it's impossible to remove bugs from a game, just saying, things can be in a different order of magnitude.
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Stupid things you've made to do missions in career mode
rdwulfe replied to lukerules117's topic in KSP1 Discussion
My method for dealing with solar panels is MOAR BATTERIES! If I have 4000 energy, I know I can launch, get to the Mun, land, take samples/Science! and return home, and still have leftover for keeping me retrograde on entry. (Which I do out of habit.) -
Community Mod Repository and The Majiir Challenge
rdwulfe replied to Majiir's topic in KSP1 Mods Discussions
I just want to say, thank you, Majiir and others who have put forth the effort and time to provide a better alternative to Curse. I'm sorry, Squead, but I used Curse when I played Wow, and I used it for a few other MMOs. Their client went down, it crashed, and it corrupted my installation in a few cases. I do not feel Curse has the best interest of its downloaders at heart, it's more interested in ad revenue than in providing a good experience. In the past, their site went down several times at critical times (new release of Wow, needing to update your Mods? Oops, Curse is down!) As an aside, I'd also like to thank the modding community. I'm good with KSP. I can go from planet to planet, etc... but adding KSPI, MechJeb, Kethane, KAS, and a few other things makes this game... complete. Not to mention things like automatic texture compression, which actually makes the game _PLAYABLE_ for me. Thank you all. I look forward to whatever solution the Modding community comes up with. I'm certain it'll be stellar! Squad, these guys are pretty bright, and they want the game to succeed, for Squad to succeed! We love our little green Kerbies (as my SO calls them), and we get a lot of satisfaction from KSP. Keep up the good work. Wulfe