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KSP2 Release Notes
Everything posted by JacobT11
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You know, the moment I discovered that was just a wonderful realization that I could cut the weight of my nuke ships.
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Any limits on where dragsters can run? Does it have to be confined to the limits of the runway at KSC? Or any other vehicles for that matter? The rating out of 10 for speed, how is that judged? What is a 10, for example?
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Impact velocity was around 58 m/s. Deorbiting from an 80km orbit.
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This rocket will not fly, why?
JacobT11 replied to Captain Sierra's topic in KSP1 Gameplay Questions and Tutorials
As Robotengineer said, no fins, no fairings. When you start your grav turn all you've got to keep that thing stable is the three mainsails, that coupled with the huge aerodynamic drag from all those exposed parts and you're not going to be able to manage to wrestle that thing into space. -
Whipped up a little turbojet powered satellite launcher, for those little satellite contracts. 23 tonnes on the pad, delivers a 3 tonne payload to 131km.
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What format is it? *Edit* Answered my own question after unpacking the assets. It'll either be a .tga file, or a .dds. If it's .tga, then your OS's photo previewer should be able to open it up just fine. Or Photoshop. If it's a .dds, then you'll need a plugin for GIMP or Photoshop. http://code.google.com/p/gimp-dds/ and https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop respectively. No idea what assets file it'll be lurking in, but that should help you along.
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Probably just another thing that didn't make it into 1.0. Squad had to release it on the 27th come hell or high water. Tier 0 buildings, this, a ton of bugs, probably other stuff too.
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http://i.imgur.com/MZd9YO2.png And it's surprisingly stable too.
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Running KSP 1.0, unmodded. Audio sounds almost like a split second of the rocket engine firing sound. Happens throughout the game, when landed, when in flight, on EVA. Less when timewarping but still present. Doesn't occur during loading screens, on map view, at the KSC screen or in the VAB. Redownloaded KSP and the issue persists. Occurs on both saves, career and sandbox. Tends to occur slightly less frequently when engine is firing. Output Log: https://www.dropbox.com/s/aj7c1syrdhkohte/output_log.txt?dl=0 System Specs: Windows 7 x64 Intel i5 2410M 2.3GHz Quad Core Nvidia GT525M 1GB 8GB RAM Realtek ALC269 Sound Card
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I noticed the lack of barn straight away, had a look around the net, according to a Squadcast 16 days ago Max said tier 0 would be delayed until 1.1. I'd imagine a lot of the other features, aero overlays, delta-v stats, the barn, other little fixes, were pushed back to 1.1 too, due to the inability to move the release date.
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Ok...couple questions/observations about 1.0
JacobT11 replied to Johnny Wishbone's topic in KSP1 Discussion
https://www.reddit.com/r/KerbalSpaceProgram/comments/2zeeuv/devnote_tuesday_experimenting_and_researching/cpi6ppw I think I've seen it implied other times, but can't find anything else at the moment. -
Ok...couple questions/observations about 1.0
JacobT11 replied to Johnny Wishbone's topic in KSP1 Discussion
Really getting this impression too. There's a lot of great new additions, but it feels as though everything was pretty rushed. The new aero seems unbalanced, especially in regard to issues like capsules flipping on re-entry, the lack of aerodynamic overlays is frustrating, especially when the dev notes said it'd be included. I've noticed a few bugs that, whilst not game breaking, definitely seem to be odd for a stable release (loud noises when timewarping in atmo, lots of part clipping). It's been said before that the release date of 1.0 couldn't be changed due to business reasons, and I really feel like so many little things were omitted for this reason. Really does feel like 0.95 Beta. -
Yep, same here. Stock .90 I could get around 45fps just sitting on the pad with a command module. Stock 1.0 is around 25fps, same settings, same situation. Even worse in the VAB. Drops to around 15fps with just a command pod.
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I'm pretty hyped about this release, really looking forward to the new aero and mining features, but pretty concerned about how it's going to run. Even now with just a handful of mods I hit the memory limit within an hour or so.
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I don't see why everyone's reacting so poorly to this. x64 was buggy as hell, very few mods supported it due to instability, from what I gather Squad had said they'd be pulling 64bit support in 1.0. It's not like they ever guaranteed 64bit.
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Very nice picture, love the sunspot. I was shooting through some patchy cloud when I got the first photo. I didn't really have a choice but to shoot through the clouds. The second image was taken during clearer conditions. Camera settings were: Exposure: 1/160 F-number: f/20 ISO: 64 Focal Length: 111mm And the cloud cover at the time was "few clouds at 200, scattered at 700, broken at 1800".
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Managed to get a few nice photos from the whole event, this one being my favourite, in Dublin. Very nearly didn't see anything because of heavy cloud cover.
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Built an interesting ship with the TCA mod. It flies like a pig and eats through fuel, but just the fact that it can even get off the ground makes me so happy.
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I aim for around 75km usually, as fuel is pretty tight most of the time. Though if I have fuel to throw around a bit more, I'll sometimes shoot higher, maybe 80-90km
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Welcome to the KSP forums! There's loads of tutorials and guides and very helpful people around here, so don't worry about not being able to do controlled landings outside Kerbin just yet!
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Doing it LUNEX Style!
JacobT11 replied to Death Engineering's topic in KSP1 Challenges & Mission ideas
Any penalties for not landing back at the KSC? Or is anywhere on Kerbin fine? -
I used to have this issue a lot, but I find fine tuning the placement for control surfaces, and setting the right axis of movement for them can help a lot. SAS is absolutely necessary, or you'll end up plowing into the dirt.