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Everything posted by klesh
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What did you do after you Mod it till it crashesâ„¢ ?
klesh replied to RainDreamer's topic in KSP1 Discussion
This. I get my part mods in, then crank up the visuals till crashing, then take out the visuals until its stable(ish) again. Unfortunately OpenGL mode doesn't really work for me, despite the huge RAM savings. Switching between scenes takes forever and I loose all forms of AA, so the game looks terribad. -
Your Kerbals Walk differently?
klesh replied to klesh's topic in KSP1 Gameplay Questions and Tutorials
Ahh that makes sense. I was doing stuff which involved pressing alt. I never knew this existed! Thank you. -
Okay, so I have deployed my weather station, and the initial results are in! Mt. Kraken Summit: Location: 61°35'53"N 46°21'32"E Elevation: 6,767m Pressure at Summit: 0.2583 Temperature at Summit: -40.78° Jebediah's reaction at Summit: N/A, my high-altitude team consists of Chuck and Franklin.
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Hi, I'm not new to this game, but I just noticed this and perhaps I've missed something? Currently I have 2 Kerbals out on EVA on Kerbin. They walk differently. One can take steps backward, sideways etc, while the other will attempt to rotate himself and can only walk forward. Is this new? Is there a methodology to which Kerbals can walk a certain way? An engineer could take steps back and sideways, while a pilot is trying to rotate himself. I'll play some more and see if I can make sense of it. - - - Updated - - - Hrmpf, now that I've restarted the game, both of them are moving in the same rotational style. It's too bad, the other way (almost like Jetpack walking) was far more accurate when walking by very delicate structures.
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[0.25] Astronomer's Visual Pack - Interstellar V2
klesh replied to Astronomer's topic in KSP1 Mod Releases
Thanks man, this works great! Really digging it now. -
As a potential patient, if you told me you played KSP I would need to see your ship designs and savegame before I let you touch me.
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I dislike how the next and previous arrow buttons in the SPH/VAB are at the bottom, when I have to be at the top to select a tab of parts: Where was that again? Oh, right, Aerodynamics (top click)... hmm, maybe page 2 (bottom click), oh wait, its in structural (top click), oh, page 2 (bottom click).
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I went to the tallest peak on Kerbin with the same boys that went to K2. I'm hoping to deploy a weather station there shortly.
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I have just reached the summit of Mt. Kraken with my high-altitude team of Chuck (pilot) and Franklin (engineer) Kermin. These are the same fellows who recently conquered K2, installing a weather station there. Initial data reveals the (new) elevation to be 6,767m, a full 3 meters taller than previously believed. The team also brought a deployable weather station with them, but the terrain is going to make it difficult to place on the exact peak (its very angular). We will have to wait for temperature, seismic and barometric telemetry.
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Ahh, I see what you're after here. I haven't fiddled much with the experience part in TR yet, but I like where you're going with the idea. Those are all 3 good concepts for experience. I like stripes more than stars, but 4 stripes could either take up alot of room on the arm, or be made of such small stripes you wouldn't be able to tell. Back of the helmet is interesting, would work because the player sees the back of the Kerbal head all the time, but wouldn't make sense for the Kerbals themselves to have ranks on their backs. Working with the stripes on the helmets could work, there are the top and side bits there. Anyone else have any ideas too?
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Jeb & Bob landed at the East Farside Crater Munar arch. Bob flew to the top and placed a flag.
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Indeed, yesterday I landed at the Mun's East Farside crater, the one with the big long canyon stretching out along the equator. Inside that canyon, and along its edges are all sorts of biomes that shouldn't be there... including ones for some of the really big craters found elsewhere on the planet. They were arranged in a way that definitely looked like a product of some kind of computer mathematical blending of colors. I agree, that is surely a cool rover. All science, no fuss. I love the electric-powered prop too, great idea. What mod is it that gives you the information in that clean white text at the top... Apoapsis/Time to etc. ?
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[0.25] Astronomer's Visual Pack - Interstellar V2
klesh replied to Astronomer's topic in KSP1 Mod Releases
Hmm, okay thanks. I'm only installing certain portions, maybe that's where I've blown it. I've gone through a few times and everything looks right, though clearly I haven't got it. :/ -
[0.25] Astronomer's Visual Pack - Interstellar V2
klesh replied to Astronomer's topic in KSP1 Mod Releases
Are people able to achieve this lens flare with .90? I can't seem to be able to get it working, using the "updated" version. Granted, it's only for .25.X... I presume that is "Space Engine Hexagonal"? -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
klesh replied to Nereid's topic in KSP1 Mod Releases
So, I'm not sure why, but I keep losing accumulated ribbons. I've not updated anything from .25; I started using FF with .90 and on a new career (new to .90, existing in the sense that the career had been started before adding FF). I did update FF when you fixed the bug I reported about landing on the Mun. When I updated there, I lost ribbons too, so I went about recreating "firsts" with the kerbals I knew I wanted to have those ribbons. I load the save today and those ribbons are gone again, even the custom one I created is back to "19 Custom". Any ideas? -
Ahh, yes I see now, ty. Indeed, 4 was chugging away, 16 is much better in a scene with lots of Kerbals. Resolution is 64, I'm going to try bumping up to 128. I love it so far though!!!! Edit: So I found that the above scene is not indicative of a normal EVA situation. I ended up using 2 for refresh rate and 512 for a resolution. Looks really sharp and updates pretty fast. Edit #2: Okay, after a little tinkering, I realized these reflections are, in fact, amazing.
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I love that you have labeled one of the bins "smooth jazz".
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- totm march 2020
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How do you achieve that look? My guys have permanent stars reflected in their helmets, even when on EVA on Kerbin in the daytime. Edit: Deleting the files out of EnvMap seems to have made the visors stock again, but still no reflections. @Default has: isVisorReflectionEnabled = true visorReflectionColour = 1 1 1
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Today I finished installing my KAS weather station on the precise exact summit of K2. Quite an adventure getting it up there, then landing an engineer to assemble it. It's height is 5582m, if you're wondering.
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Stock-alike EVA Suits Download - 13.07MB This texture pack for TextureReplacer plugin provides 6 color variations (Red, Yellow, Green, Blue, Purple, Grey) on the stock EVA suit, helmet and jetpack, while adding small stripes to the arms. The rest of the suits are unchanged from stock. Choose the colors you want to represent your Pilots, Engineers, and Scientists! -Replaces the default suit to grey (you'll see it on the main menu). The idea is the grey suited kerbals are unassigned, maybe new recruits. -You can delete EVAhelmet.png, EVAjetpack.png, and EVAtexture.png from GameData\TextureReplacer\Default if you don't want grey as a default. -You can delete the entire folders for the colors you don't want from GameData\TextureReplacer\Suits to save some memory. Installation instructions in the .rar; it's the usual drag-into-main-folder deal. This is my first contribution to the KSP community. I hope you guys like it; it's nice to be able to give something back for all the great mods here. Enjoy!
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Sure. I'll give Green a try. I could probably do a bunch of colors I guess, since the mod has that handy tool to determine your own pilot/scientist/engineer setups. Anything for a fellow Ukrainian! No sweat! I'll do up a couple more until I have the basic colors covered, then I'll put it up for folks.
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I came here to see if that was in the works or not. I think its a great idea.
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I developed a deployable science outpost using KAS that can be placed anywhere, has a QBE so it wont disappear, sustainable power, communications antennae, and can act as a guidance target if placed in certain spots (exact poles etc). Its really cool. Initially I mounted the components on a truck/untility vehicle, and deployed the prototype model in the field next to the R&D center. I then developed 2 more deployment methods, involving aircraft. One is a system where the components are held in an upside down cargo bay; the plane taxi's right over the precise location and can drop the probecore and an Engineer can remove the remaining parts from the cargo bay for construction. The other option is deliverable by air, a paradrop of sorts. All the fixins are held inside a fairing tube which is dropped off the back of a plane. It lands gently via parachute, then an engineer can open the package and remove all the parts to assemble the outpost. I ended the session by flying to the North Pole and dropping an outpost (landed cargo bay method) precisely on the X of the pole. Spot on. I also made a Texture Replacer set of stock-alike EVA suits, color coded for you Pilots, Engineers, and Scientists.