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Everything posted by klesh
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
klesh replied to Ven's topic in KSP1 Mod Development
I just tried this mod for the first time. I am shocked at how awesome it is. Stunned. Its gorgeous. I was expecting reskins only. Immediately into the must-have mod category for me. -
Unfortunate. Thanks for the reply though.
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- question
- warthunder
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I suggest you find a "fuel switcher" mod that will allow you to right-click any tank in the game and change its contents from LF+O to LF to Xenon to Monoprop etc. Its probably something as simple as a a little Module Manager magic to make it happen. Something like this, for instance: Thats for 1.0.5, but maybe it can be modernized easily. There is also this one from PorkJet, but I get some weird and scary warnings when I go to the download link. Unfortunately the last post in that thread points to the above mod, which only supports 1.0.5 Maybe this one? It seems like its for 1.2.2, but I can't seem to tell if the Interstellar mod is required or not. You get the idea. Sorry, I tried.
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Don't have the Nerv?
klesh replied to Cpt Kerbalkrunch's topic in KSP1 Gameplay Questions and Tutorials
Try a quick and dirty recreation of your ship. Cheat it right into Solar orbit and check out your burn times. Try it with 16 Nervs, 8, then 4, but leave the fuel the same. KER can spit out some numbers for you in the VAB that should be helpful as well, but seeing it in action is always good. Now, reconstruct with a Poodle or two and see what the differences are. You should be able to sort out where this magical point of diminishing returns with the Nervs is. Poodle to Eloo? Probably not unless its just a tiny probe up front. Nervs to Duna? Sure, if you've got some weighty behemoth. Often times I'll use 1 Nerv with 1.25m tanks and a small little probe on top. That can get ya almost anywhere. -
Don't have the Nerv?
klesh replied to Cpt Kerbalkrunch's topic in KSP1 Gameplay Questions and Tutorials
There will be some math players that will post later with numbers that should make sense. Essentially, use Poodles if your ship is under a certain weight, and Nerv's if it is over a certain weight. Also, there is a point to which adding more Nervs isn't going to help. Again, the math players should be able to better explain, but your example of 16 Nervs definitely crossed the boundary where it becomes less efficient to use them. If I am using multiple Nervs on a big ship, I generally limit them to 4. I throw caution to the wind, it looks like you're interested more in the numbers, so I'll let the smarties post about that. -
Release date for console update.
klesh replied to DunaManiac's topic in KSP1 Technical Support (Console)
Sure, I didnt mean to knock them per se, more in that Blitzworks will not have to work through someone elses code, sort it out, determine fixes, and then get to work. Seems like this allowing them to start over is the best chance for success for all involved. -
I would actually like the option to hide or turn it off for my account, could that be made possible?
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Surely. However the general playerbase should remember that "use this mod" isn't a viable answer for the entire KSP community anymore, especially when an OP doesn't reveal what system theyr're playing on. There are so many great mods; obviously its the best solution for many questions or suggestions. Now we have an entire cadre of folks to which that answer doesnt help, so I usually try to clarify what system theyre on before I present an answer they might not be able to utilize.
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- more stars
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Its not available yet. Theyve just announced it, but there are no details for date and price etc.
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- expansion
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1.2 I think. Found in the patch notes as: http://wiki.kerbalspaceprogram.com/wiki/1.2
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How does the Convert O Tron 250 work?
klesh replied to sonarwave58's topic in KSP1 Gameplay Questions and Tutorials
Here is a nice visual guide on the large drill depth requirements. Additionally, understand that having Engineer kerbals aboard the drilling ship increases the efficiency of the mining and converting operation depending on their skill level in career mode. I'm not sure how or what the effects are in sandbox mode since I believe everyone is top skill class already. -
If you could meet any five people, who would you meet?
klesh replied to Ultimate Steve's topic in The Lounge
I went for dead people: 1. Napoleon 2. Frank Zappa 3. Jimi Hendrix 4. Roland Kirk 5. John Coltrane -
Release date for console update.
klesh replied to DunaManiac's topic in KSP1 Technical Support (Console)
This is great news, and I hope more people are able to see it. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
klesh replied to Ven's topic in KSP1 Mod Development
Thanks, going to give this a try. It looks great. -
Space planes break the tech tree
klesh replied to seanth's topic in KSP1 Suggestions & Development Discussion
Porkjet's LV-T15 was exactly that. Are you able to use the part overhaul mod? -
How do you know he doesn't play on one of the console versions?
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I could very well be wearing several layers of tin foil on my head. I don't know. I'd be curious as to what they say. Presumably the entire WT community knows about it and it doesn't bother them, or its been shows to not be a big deal. It implemented in 2015 it looks like, so whatever uproar there may've been has long since died down. There are threads like this: https://forum.warthunder.com/index.php?/topic/348695-proper-way-to-remove-netagent-gjagentexe-after-removing-all-of-your-games/ But its that type that you find locked because people got snippy. Eventually it came down to "You gave us permission to install this with the EULA." Edit: Also, this: https://support.gaijin.net/hc/en-us/articles/115001876905-Gaijin-Agent
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For some reason it really bugs me that they never came through with mod manger support.
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Thats the thing of it, its not actually installed in your program files, only deep in the registry. If you just delete the files off your machine, it puts them back on without asking. I'm not sure I found anyone who was able to actually remove it, more just blocking permissions on it in a few places, blocking it from your startup apps. All the discussions I have seen about it online end up being locked as it ends up as an argument as to whether it consitutes malware. Yikes. It was enough for me to thank WT for its time, but I dont want games putting sneaky stuff on my machine. I only uninstalled the game a few weeks ago because of this, so I'm not likely to return anytime soon. I did enjoy playing it. Had a few nice runs. http://steamcommunity.com/sharedfiles/filedetails/?id=314686191 http://steamcommunity.com/sharedfiles/filedetails/?id=317613921
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- 140 replies
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- gardening
- mark watney
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I used to enjoy this game a bit, but then I saw Gajin.net agent. in my system tray. All the time, even when the game isn't playing. Read up on it. You can disable it, but you cannot uninstall it. It apparently installs itself time and time again. Do you guys just ignore this kind of shady practice and enjoy the game for what its worth? I've uninstalled the game, and the agent will run at all times. Had to disable it from Windows startup, but again, you cannot uninstall this thing.
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1.3 Part Suggestion MEGA THREAD!
klesh replied to TopHeavy11's topic in KSP1 Suggestions & Development Discussion
Game really needs spicing up visually.- 52 replies
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Kerbal Space Program suddenly became personal
klesh replied to AlamoVampire's topic in KSP1 Discussion
I'm going to pet my cat extra today. Thank you for the reminder. In honor of Pumkin the catstronaut, I will make a kerbal (I didnt know you could!) of my cat Sampson, he is definitely a space cadet already.