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Everything posted by rabidninjawombat
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Haha.. nice find! How did you end up finding it? Just looking at the textures?
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Ive tried to play career myself. But at the moment i just find it too much of grind. On most of my playthroughs its either science or Sandbox. When playing sandbox, ill us Kerbal Construction Time, and life support mods, along with a self imposed budget/timeline/goals
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This would honestly be a fun little easter egg.
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The Rocket Printing Hype Train Thread
rabidninjawombat replied to Whirligig Girl's topic in KSP1 Discussion
heh.. i think some folks are overthinking this. I mean not to long ago they had the partnership with NASA for 23.5 and the asteroid redirect mission Im betting its something more along those lines, instead of them getting bought up or something like that.\ EDIT: Also just got this in my head. the key words are "a diffrent dimension" We know Maxmaps likes to make plays on works What about a partnership with the Simple Rockets app (mobile app/game) it is a 2D rocket game after all LOL See here: https://itunes.apple.com/us/app/simplerockets/id663068211?mt=8 -
Looks like it yea (according to the log) Two things to use, Try using ATM (active texture management): http://forum.kerbalspaceprogram.com/threads/59005-0-90-Release-4-3-Dec-16-2014-Active-Texture-Management-Save-RAM! And start the game in openGL mode (instead of DirectX) To do that add this line to the launch properties in steam (right click the game and hit properties, then hit launch properties. ) This generally saves at least 1gb of ram. -force-opengl 32 bit KSP crashes if it uses over ~3.5gb of ram. those two options can help.
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[0.25] Astronomer's Visual Pack - Interstellar V2
rabidninjawombat replied to Astronomer's topic in KSP1 Mod Releases
Love the longship cameo at -
Sorry for the double post. Running into some trouble with the orbital modules. Have an Aeroponics and a command module in orbit, and they are inflated. However they show no crew capacity, and im unable to transfer crew to them (either through EVA or using Ship Manifest, they dont show up in list as crewable modules) When trying to access the hatch Via eva they say "cannot board a full module" They are both full on machinery (not sure if that makes a diffrence) Any feedback on anything im doing wrong would be appreciated!.
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Cool info! Thanks for the comparison! Ive been using the MCM stuff and really been enjoying it. And yea, squads texturing layout is really inefficient. Alot of stock parts use similar textures which could easily be shared (like alot of the fuel tanks for example). Squad could definite take a hint from Roverdude (and angel-125) and consolidate alot of the shared textures
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Thanks Snjo! Essential mod right here (for my big ships )
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[1.3.0] Mobile Frame System [MFS] (v0.3.3) [29.05.2017]
rabidninjawombat replied to riocrokite's topic in KSP1 Mod Releases
Wow! Awesome idea with the winch and ramp. Why has this never been done before! Looking foward to playing with this. Your frames are already in use in all of my current bases. -
The stages of ksp (Looking back on our favorite game.)
rabidninjawombat replied to daniel l.'s topic in KSP1 Discussion
Exactly. And this great part about KSP (and its moddablity) is there is always a mod which does pretty much all the things you mentioned if you want it. On-topic: Nice post Daniel.L! Ive never seen a few of those screenshots!. And the water in 7.3 looks really nice! And Palm trees! I want some palm trees! -
[WIP] K-Radiation (Space radiation!) (Media is up!)
rabidninjawombat replied to tajampi's topic in KSP1 Mod Development
Awesome! looking foward to seeing this in action. Skimmed the thread to see if this had be answered already but didnt see anything, but might have missed it. What about accumulated radiation on kerbals? Will the accumulated radiation kerbals have received persist and increase from mission to mission? (So when we know when to retire them. Or possibly send them on one more mission to permanently retire them. ) -
Just a quick easy suggestion. When playing without the Autobuy parts in career mode, You have the green button which lets you purchase all parts. The white text on it, is extremly hard to read(could just be my old eyes or older montior, but i feel that a different color would help!). Just a color change on the text (perhaps to black) should increase the readablity by a ton. Thanks! Example of what im talking about:
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[WIP] Mining and Processing Extension [KIMP] resumed
rabidninjawombat replied to riocrokite's topic in KSP1 Mod Development
the crane system is looking awesome! What does it use to pick up the tank in the picutes? a claw module? -
Having only been around on the forums a little less than a year, i honestly dont noticed any dieing trend. All i see is a mid-update lull. People come, and people go. Ive seen alot of new folks come in to become new regulars, who have been really good folks =)
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[0.90.0] NanoKube - Ultra-tiny probes!
rabidninjawombat replied to Toom1275's topic in KSP1 Mod Releases
I would this would be awesome as well. Single part and KASable would be really neat (maybe as an extra part for those that still want to assemble them) -
[0.90] Titan Engine (BFE-5000 Unofficial Successor) v1.0.1
rabidninjawombat replied to Norpo's topic in KSP1 Mod Releases
Nice! Thanks for doing this! -
Space poop (The ways to deal with waste)
rabidninjawombat replied to Trewor007's topic in KSP1 Mods Discussions
Right =) Waste is indeed used in the MKS mod to make compost which in turns leads to food production. -
[Techtree][WIP] Road to Kosmos (v0.0.3 preview)
rabidninjawombat replied to Niemand303's topic in KSP1 Mod Development
Looks good =) i find it split between Russian and US tech in the tree really interesting.