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Everything posted by ShadowZone
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I built a sea monster.. Then I made a video about it eating a Kerbal:
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I myself am a big advocate of the "big cruiser, small lander" style of interplanetary exploration vehicles. I once explored the entire Outer Planets Mod planets and their moons with one vehicle. The main ship was capable of landing on the smaller moons (Ovok, Priax, Tal, ...) while the lander was used to get on and off the "harder" moons (for instance Slate, Eeloo, Wal, ...). While on those smaller moons, the main ship used its ISRU to replenish its fuel. So I always had enough power to get to the next celestial body. Turns out it made for a nice video series https://www.youtube.com/watch?v=_bBo1wiwaqo&index=3&list=PLLGqKphkhc2D3VG9NN6inD5xEeQ1itMyN
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Anyone else having flickering prograde/retrograde markers in the navball since 1.2.1?
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Help with nose door
ShadowZone replied to Scientia1423's topic in KSP1 Gameplay Questions and Tutorials
I haven't had the time yet to look at the craft file, but from looking at the video it looks like the docking ports are not lining up correctly. With this kind of construction the ports should already be connected before you trigger the decoupler. On the other hand... it appears there is some kind of bug with the small docking ports. I test build a craft with probe core, tank, decoupler, tank and small ports on either side (2 on each tank lining up precisely). The ports are connected on launch, but when I stage the decoupler, the docking ports undock for some reason and won't attach unless you move away and redock (the latter is part of the regular game mechanic). -
Happy NeilBuzz day! To mark the occasion, I made another short film
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Yes. I am fully aware of it and enjoy every moment so far.
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In honor of the upcoming moon landing anniversary I decided to do a mini-series. Here is part 1: "A Dream of Flight"
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My Asteroid mining just stopped working
ShadowZone replied to ShadowZone's topic in KSP1 Gameplay Questions and Tutorials
Of course. I also just launched another copy of just the refinery part, attached to an asteroid and it managed to drill ore. The already deployed vehicle however doesn't work anymore. Even if I decouple the refinery module from the main ship and try to use that, it no longer works. -
So back a few weeks ago I put a mining station on an E-Class Asteroid around Dres. Now I returned and wanted to refuel, but nothing happened. The drill animations are there (including the dust clouds), and they "work", but the ore tank isn't filling up and the ISRU says it is missing ore. The asteroid itself is also not losing any of its resources (90t left apparently). What is actually going on over here?! I thought this may be something that is caused by 1.1.3, but after trying it out in 1.1.2 it still showed the same behavior. Is this a bug or am I missing something? Edit: I have tried mining a new asteroid on a completely fresh savegame (same install, same mods). That worked without a hitch.
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I've been thinking: since Jool's atmosphere is so thick, would it perhaps be possible to create a vehicle that can infinitely float at around 0m? I am thinking about a combination of a lot of wings and parachutes...
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No, I basically used them as long structural fuselage parts. There is no propellant inside.Would make for an interesting self destruct mechanism, though.
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I managed to build a 2516 ton space cruiser and assemble it in LKO.
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Granted, but you got Alzheimer's and can't remember what you wished for. I wish Laythe would have rain simulation.
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Hi @Poodmund, great work you are doing there! I installed it on KSP 1.1.2 and it appears to work as intended: I have one thing that bothers me a bit, although that is due to... let's say "creative differences", I guess I visited Tekto a while back with the OPMClouds mod (see the mod link below) and that version of Tekto was an impressive and intimidating beast of a planet in regards to its cloud configurations. You can see all of its glory in a video I made about it. I absolutely respect your interpretation of how Tekto should look like, but it feels almost tame compared to the "older" cloudy version with surface storms and whatnot. But you already mentioned that you still want to do work on Tekto, so I'm going to wait and see. Anyhow, very happy with your work, please keep on modding
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no input whatsoever was being made.
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Just installed 1.1.1, have more crashes than with 1.1 And maybe even a new Kraken, I call it the Moonwalk Kraken: I also think I have way higher RAM usage than before. And landing gear LT-2 still attaches with wrong offset center in the editor. But oh joy, we now can move the navball... /irony So... yeah... 1.1.2 has to happen. Not really happy at the moment.
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Kerbal Space Program patch 1.1.1 is now live!
ShadowZone commented on KasperVld's article in Developer Articles
So I see LT-2 landing gear is still messed up in the editor. This makes designing bigger landers so much a pain that I am not willing to play until this has been fixed. This has been reported from day one since the pre-release phase was started. -
Hmm... Not sure how many builds they are still crunching on. But from my perspective some unpleasent bugs are still alive and well. Well let's wait and see.
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The question is if any larger game community is mature and patient enough for that 1196 proves that 1.1 is still very much WIP since there are things that now behave worse than in 1183 or even in 1.0.5 (I have previously working vessels spontaneously explode on the pad since 1196, for example). So yeah... for fooling around, I go to my 1.1 pre-release install. For "serious" stuff, I still revert to my 1.0.5 install.
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This Pre-Release thing has made a lot of folks completely bonkers. They seem to forget that this is an extended public beta to fine tune the upcoming official release and not the official finished product in and of itself. In part, Squad is responsible for this by making a huge event out of the pre-release, including a twitch-marathon and big announcements etc. However, it was still said, always, that this is still quite removed from the final product. As someone working closely with software developers, I completely understand @ferram4's refusal to update his mod to work with an unfinished product. You would have to chase after every build and check if your mod still works and then some. This is something all of us need to understand and need to respect. We aren't entitled to those mods. But in a lot of threads a lot of people act like the modders owe them an update. This needs to stop. Let them do their thing, at their pace. It's their decision. So yeah, I short I completely agree with you on this subject.