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Everything posted by LitaAlto
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Mind if I use this in my XMAS HELL 2015 playlist? The 2014 playlist is alas solid already: As a fair warning, this is how I'm describing the 2014 playlist: Does holiday music overload your ears? Does Kris Kringle make you CRINGE? Got party guests that have overworn their welcome? Here is the thing you need! Put this assortment of Christmas tunes on. It starts suave and ...., then goes wrong, and keeps going wrong until it forms a festive shrieking black hole of wrongness from which no carol can escape. Three hours later, anyone who is still there with you should be considered a dear friend worth spending the holidays with. And cheers to you if you listen to the whole thing and are still grinning.
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Do you think either ATM or manual conversion to DDS and using DDSLoader would resolve that issue?
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I haven't played the games. I also updated the OP to make myself more clear, if that makes a difference.
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Sorry. /10chars I updated the original post to make my intent clearer. Honestly, I had no intent to upset anyone or to cast aspersions. Sorry for that.
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It all occurs in a place where the physics make no sense from a real-world perspective don't follow the same rules ours do. And yet, in an intentionally funny way, the place serves as a sort of commentary on our world. Maybe that's why I'm not quick to demand "realism" in the game. It's goofy in multiple ways, but often in ways that speak to what it means to be human. I like that. I like it, even as I wince thinking about things like gravity.... (I made a correction because some bad wording seemed to make a few people think I was being critical of the game's physics. TBH knowing how this game differs from real-world physics has helped to strengthen my knowledge of the latter, as much as gameplay has deepened my appreciation for orbital mechanics and rocket science. I am absolutely NOT objecting to the game as a whole. My apologies for anyone upset by my poor wording.)
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Snacks Life Support Parts by Whyren v5 (8/31/2014)
LitaAlto replied to Whyren's topic in KSP1 Mod Releases
I haven't tried Snacks in 0.90.0 yet but I can install it tonight if nobody beats me to it. Update: I wasn't able to do a proper test, but it appears Snacks runs in 0.90.0 without errors. Tonight I'm going to set up a testing rig for both Snacks consumption and generation via the greenhouses, and see if they behave as I'd expect. -
Someone on the Google+ KSP community asked: If in 0.90.0 you cannot EVA in orbit without upgrading the Astronaut Complex, can you EVA before launch then hold on for dear life? Here is the answer. (Yes, I suspect the HullCam was part of what kept Bob on the craft, when forces caused him to move up the rungs, not down. And no, I wouldn't recommend this as a way to get around the upgrade. The amount of science you get is small, and I have severe doubts that a Kerbal could manage this all the way to orbit. But it can be done!)
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I realize you were going for realism, but maybe it'd be enough to pick an arbitrary speed where chute deployment, in general cases, doesn't cause excessive G-forces, and then have a ratio of the current speed to that arbitrary speed. For example, if 250 m/s seems reasonable, just divide the current speed by 250. If it's greater than 1, deploy slower. (And maybe if you invert the ratio, you could use that as a multiplier for determining the deployment speed.) If it's less than 1, deploy as stock. That may not be 100% realistic, but should be enough for general gameplay.
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Fast and the Kerbalus - KSC2 Dash
LitaAlto replied to Jatwaa's topic in KSP1 Challenges & Mission ideas
Snjo just released a temporary patch--there's a lot of things that need to be properly updated, and some of the patches are based on code RoverDude made, which he himself called "hacky", so Your Mileage May Vary. The patch is here if you want to try it. -
Official Mod Compatibility Thread for .90
LitaAlto replied to NathanKell's topic in KSP1 Mods Discussions
Cool. Alas, as was pointed out to me earlier in the thread, only mods with forum posts will be included. -
[Beta 0.90] Multi-tasking Kerbals! V1.0 Testers / feedback needed.
LitaAlto replied to Mulbin's topic in KSP1 Mod Releases
This is intriguing. But if we're talking realism, wouldn't it make more sense to have a primary skillset but general training in others? I mean, you're right--apparently the Apollo mission training included basic geology for astronauts, which make sense since they'd need to be able to identify samples and perform simple surveys. But their skill in operating their craft was far more important and got the most rigor. Are primary and secondary skillsets possible in 0.90? Is this a direction you might be interested in taking your mod? Update: I read your earlier post and I see that your #2 is similar to what I was asking for. Was that not feasible? -
Official Mod Compatibility Thread for .90
LitaAlto replied to NathanKell's topic in KSP1 Mods Discussions
I confirmed that the full version was updated to fix a sorting issue in the new editor, but the lite version doesn't have this issue and so should work as expected in 0.90. -
Official Mod Compatibility Thread for .90
LitaAlto replied to NathanKell's topic in KSP1 Mods Discussions
The following have been updated for 0.90: Modular Rocket Systems v1.4 SpaceY Heavy Lifters Parts Pack v0.5 Zero-Point Inline Fairings v0.8.1 (Full version only--Lite version not updated) -
Official Mod Compatibility Thread for .90
LitaAlto replied to NathanKell's topic in KSP1 Mods Discussions
Point of order: I've run into mods that haven't been posted to the forums, but which do exist on Curse or KerbalStuff. I'm not sure why they never posted to the forums, but since there's no forum link, do those just go to the Kerbal equivalent of Limbo? Or can we state there's no forum link? -
I like the idea. There are already science container mods, but nothing obviously designed to be dropped from orbit. Looking forward to your progress!
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[1.12.x] Mark IV Spaceplane System (August 18, 2024)
LitaAlto replied to Nertea's topic in KSP1 Mod Releases
I'd rather have a buggy Nertea mod than no Nertea mod. Given how hard I was on myself over MM cfgs on a far less ambitious project, I can relate, but really, I love your work and hope you don't let yourself get too disheartened over this. That said, I'm really looking forward to seeing if I can get my first spaceplane ever--made from these parts--into orbit. I'm struggling with wheels and eventually had to use anti-grav repulsors from Kerbal Foundries, but I got it up to over 20 km before jet flareout made me revert the launch. Still very promising! Quite earnestly, thank you! -
Start with the Kerbal flying away from whatever you aimed the grappling gun at.... (Sorry, HAD to.) I don't know how to help beyond suggesting you'd probably wind up using KAS for both the gun and for the grappling logic. But don't forget Newton when you design it--my admittedly flippant comment has more than a grain of truth in it.
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False alarm--I thought ECLSS was installed properly but it wasn't, and that's what threw the errors. But it did lead to Paul making a great suggestion. I could combine all the cfgs into one file and use the NEEDS directive (if that's what they're called here?) to specify that a given node in the cfg requires a particular plugin. That is, I can basically say: "OK, if you got TAC, use this config. If IFI, use this instead." And so forth. I can have that done this weekend if you'd like. Alternately, use the current ECLSS cfg and update the hubs. If you go with the latter, you may want to make clear they should only use the relevant cfg for their LSS. Also, thanks for the lead on the ModuleFixer patch, that was a great help.
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The ultimate stock part: A post-it note that reads, "JEB NO PLEASE DON'T".
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parts [1.12.x] Sounding Rockets! Start small. Dream big!
LitaAlto replied to RoverDude's topic in KSP1 Mod Releases
Here you are: -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
LitaAlto replied to RoverDude's topic in KSP1 Mod Releases
I only get the crossfeed option when I right click. -
Crowd Sourced Science-Biome Reports Everywhere! (August 11) [6.0]
LitaAlto replied to DuoDex's topic in KSP1 Mod Releases
Please do--these screenshots are made 100% of Snacks for extra yumability!