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Everything posted by purpleivan
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What was the best explosion that you ever encountered?
purpleivan replied to 322997am's topic in KSP1 Discussion
I made this video as a birthday card or sorts, for my nephew a couple of years ago. Not as much damage done to the KSC as Just Jim though. -
Some more pics from my 1.4 career game. This time Bill, Bob and Jeb take a trip to the North Pole to pick up a little science and take in the sights. Here they are leaving the mountains to the north west of the KSC behind. Jeb set the plane down so they could all stretch their legs and pick up a handful of science. North Polar ice sheet dead ahead. Meanwhile 3 tourists and a rescued kerbonaut make it back to Kerbin after a trip to the Mun and Minmus. Seems to be a happy customer.
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I have, but only after the "Duna outpost" contract popped up. It's not that any Duna contract has appeared at this stage in my career that suprised me, but that one for a bigger than normal starting point outpost (8 kerbal capcity plus fuel) appeared before the usual "return science from" and "explore" type contracts for that planet. Same pattern with the Mun docking contract appearing before the usual "rendevouz in Kerbin orbit" and "dock in Kerbin orbit" ones.
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The difference compared with previous versions isn't spoiling my game experience, I just think the order the contracts are arriving in is a little odd. I guess I go manned before unmanned (to Duna at least)
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I'm in the early stages of my "new version means new tech tree playthrough" career game and I'm finding that the order in which contracts become available is a bit strange. Previously there was a fairly logical progression to these, but now the order seems random at times. For example, I've just been offered (and accepted) a contract to build an outpost on Duna supporting 8 kerbals with 6000 units of fuel. Nothing strange in that, except that this was the first contract offered beyond Mun and Minmus and I'd not even seen an outpost contract for those two bodies yet. Oh yeah, not sent anything, even unmanned beyond Kerbin system SOI in this game either. Another, less extreme example was the contract to dock two craft around Mun, that appeared before docking or even rendezvous contracts around Kerbin were available. Is this a known behaviour of 1.4 ?
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kerbal space program has the desire to kill me.
purpleivan replied to ~>APOLLOSMUDGE123<~'s topic in KSP1 Discussion
If you post a screenshot of the craft that you're working on it will help people to understand the problem that you're having. -
will there be several launch sites in the future?
purpleivan replied to H0FF1's topic in KSP1 Discussion
Yep, KSC2 is a prettier launch site that the regular KSC. I sent a rocket (by rocket) to there for an Apollo aniversary a while back, to do a Mun return mission from it. -
Heat going up, heat going down. A couple of pics from my tradtional "new major version, new career game" with 1.4
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I'm running a GTX 670 with an i5-3670k and I get good performance at 1200p with all but the more extreme vehicle part counts. Scatterer's rendition of Jool doesn't seem to be a significant load for my setup. 1.3.1 1.4.1 Strangely though in 1.4.1 Jool looks very dark and featureless (the pic above was taken on the fully lit side of the planet). First time I'd been out there in this version... quick jump via Hyperedit to get the FPS number.
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Brainlord’s Petition to Change the EULA
purpleivan replied to Brainlord Mesomorph's topic in KSP1 Discussion
I've been reading through this thread and "promised" myself that I wouldn't comment, however I had to when I read what you've said here. What you've fundementally said is that if you don't agree with the OP, then don't post anything. That's the kind of ridiculous and to be frank, rude and unconstructive statement that I've come to expect on things like conspiracy theory forums. In fact the "Mabye we want to believe what we want to believe" reinforces that. This is a forum in which civil discourse is exepcted and open to all opinion, not just one side of an argument. Please don't turn it into something else.- 180 replies
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Does anyone else feel dirty when using Mobile Research Labs?
purpleivan replied to More Boosters's topic in KSP1 Discussion
Hmmm... let me think about that....errrr, no. Firstly it's simple use of a stock part, as it was design to be used, not an exploit. Secondly it seems to me that it's the in-game representation of the arguament in real life for manned as opposed to unmanned space exploration. It's frequently stated by supporters of manned exploration, that having "boots on the ground" gives an order of magnitude or more, potential for scientific discovery compared with unmanned probes. Thirdly it does take considerable resources to get one of these things to the surface of a planet/moon, compared with a small probe. I do agree that the lab just seem a bit overpowered as a part, but that has been true of other parts (e.g. the ion drive pre-nerfing) and that didn't stop me using that to have fun in the game using them. -
Here's one of the biggest I've made, that I'm entering in the "too stupid to fly" category, that I just made up and pays double prize money The Eve Party Boat. I made this back in 2014 and it still makes it to orbit in 1.3.1 The lander (the part with the orange tanks) is launched 1/3 full, so that helps.
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Challenge guidelines are here.
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[1.3.1] [TRR] Diverse Kerbal Heads v1.1 (11/05/2017)
purpleivan replied to klgraham1013's topic in KSP1 Mod Releases
I'm looking for a way to use this to assign a specific set of features to individual kerbals. To that end a couple of questions. Are the randomly assigned features persistent, e.g. if Jeb is assigned red hair on first being spawned, will he always have red hair after that? Is there data in the save file that this addon uses for the identification of which of features are assigned to each kerbal?- 56 replies
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LOST on Laythe - Chapter 17 - Guess Who's Coming for Dinner
purpleivan replied to purpleivan's topic in KSP Fan Works
Chapter 2 - Time’s a tickin “Is that Flamin’ Kamin hot sauce I can smell?” – Jebediah Kerman. The lights at the KSC blazed day and night, as all effort possible was thrown into preparing the LOST vehicles for launch. There was no time to be lost in getting Kerbalkinds future into orbit. One after another the four vehicles, were moved into position in record time, before making the leap into orbit. What the boss said. MEMO: FAO pad preparation crews. It has been noticed that some members of the pad crews have been hiding out behind the O2 tank, south of the pad. Both between and during launches, said individuals have been observed playing cards and generally larking about. May I remind you guys that you have jobs to do... for the next 23 days anyway. I know the great maw of the Kraken is opening for us all, but that’s no excuse for slacking off! Jerman Kerman – Mission Director. MEMO: FAO pad preparation crews. Now that the pad bridge club has returned from behind the O2 tank, we are getting back on schedule and our brave colonists might just make it Laythe on time for our fiery demise. While on the subject of cooked flesh, can the pad crews please refrain from using the launches as an opportunity for a barbecue. The guys in the VAB are skipping meals to get the launch vehicles ready and the smell is driving them crazy. Jerman Kerman – Mission Director. MEMO: FAO cleaning staff. Since news of the arrival of comet Tiddles and the resulting destruction of our world became public knowledge, an increase in graffiti in the KSC bathrooms has been noticed. Please make every effort to remove these before the coming apocalypse. Priority should be given to those stating “I’ve got Jerman’s memo right here” accompanied by some obscene imagery. Jerman Kerman – Mission Director. What the papers said: “What the coming apocalypse means for your portfolio” The Ekonomist. “The colour to wear this season when meeting the Kraken” Kerbin Fashion Monthly. “Double doomed - comet Tiddles plus pink eye outbreak” National Physician. “Don’t panic, it’s a government scam” Kerbal Enquirer. -
Chapter 1 - Doomed Chapter 2 - Time's a tickin' Chapter 3 - Around the fleet Chapter 4 - Moment of drama Chapter 5 - The Green in the black Chapter 6 - Spanner in the works Chapter 7 - One down Chapter 8 - Two to go Chapter 9 - Thumbs Up Chapter 10 - Val's down Chapter 11 - Static Chapter 12 - Snappy Dresser Chapter 13 - Field Trip Chapter 14 - The Box Chapter 15 - Siren Song Chapter 16 - The Hatch Chapter 17 - Guess Who's Coming to Dinner Chapter 1 – Doomed The results were in, there could be no doubt. The mystics had read their tea leaves and run for the hills. The scientists had studied the data, run simulations and run for the hills. The talking heads had listened to the mystics and the scientists, then grabbed their microphones... and run for the hills. Emergency statement: Regarding recent discovery and the way forward. The discovery made just a few days ago has been a shock to everyone on Kerbin. Comet Tiddles (named after the late Dr Tiddles Kerman) is on a collision course with our world and the results will be devastating. In just 42 days our encounter with Tiddles will result in a firestorm of destruction, the likes of which we have never seen. The surface of Kerbin will be rendered a lifeless ball of rock, leaving us but one option if we wish to preserve something of our species. We must make a new life on another world and that world is Laythe. This will not be a new beginning for us all, only a select few. But those selected will carry with them the seeds of our species’ future and our hopes. Dr Stranlow Kerman: Chairman - Kerbal Institute for Astronautics (KIA) Year 976 Day 329. Laythe Orientation and Survival Techniques (LOST) - Mission summary The Team The LOST team will be composed of three member of each of the following disciplines · Pilots – As much as we'd prefer not to send any of these thrill seeking jokers, we had to give the team at least some chance of finding its way to Laythe. · Scientists – The original plan was to send three members of KSC management (they were insisting due to the whole apocalypse thing) instead of a scientific team. We resolved that issue using a tasty looking cake, a storage closet and duct tape. · Engineers – These will be responsible for mining minerals from the surface of Laythe and processing them into materials for the colonists. We had hoped to send more scientists instead (specifically the senior members of the KIA), but the engineers wouldn’t give us details on the techniques they use to get the converter units so productive, so we’re stuck with sending them. The vehicles Four vehicles will carry the members of the LOST team to Laythe, three of them controlled directly by a pilot, while one will follow autonomously. This last vehicle really complicated the mission, but we didn’t want the scientists and engineers complaining about the pilots having an extra player for games night. · The lifter – A vehicle capable of flying from the surface of Laythe to orbit and back again. We don’t know what use this will have to a team of colonists, scraching out a new life on the surface, but the pilots insisted we give them “a ride” worthy of their skills. · The Plant – The mining and processing plant will supply the needs of the colonists. Engineers are pretty territorial, so the pilot and scientist members of the team have been warned to keep their hands off it. · The Lab – A fully equipped research laboratory on wheels, that will allow the scientists to gather samples from their new home and find out if there are any surprises to reveal. However we suspect it’s just a pretty standard hunk of rock, with some gas wrapped round it. The scientist members of the team want it to go on record that it is not “a school bus”. · The Hab – A module providing accommodation for the colonists, as well as a common area for the three parts of the team to interact. Corners of equipment have been covered with cushioning materials and all surfaces easy clean, in case of disagreements on the colony becoming a little heated. In addition to these four vehicles, attached to the lifter on its journey to Laythe, will be two rover vehicles. The pilots have “called dibs” on these, as these are “real rides” and not “a school bus”. The Schedule With just 42 days until all of us on Kerbin must answer to the Kraken, there will be no time to lose preparing the four vehicles for departure to Laythe. Careful design, testing and manufacture; concepts which the KIA has adhered to strictly in it 162 missions (9 fully successful); will need to be replaced. The new order of the day will be grabbing what we have from stores, slapping it together and hoping it works. Launch of all four vehicles from the KSC will be in 19 days, with departure from Kerbin orbit to Laythe 1 day later. With the use of the new F-12 series Complex Harmonic Endothermic Atomic Transductive engines, journey time to Laythe will be only 21 days. This will allow the colonists a few hours to enjoy life on the surface of their new home, before their old one bites the big one. Should the accuracy of the predicted time of our impending doom be off just a smidge (orbital mechanics is hard after all), additional supplies and possibly colonists may be dispatched to the LOST team. Good luck and may the Kraken be with you. Jerman Kerman: Mission Director
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So basically it eats regular rockets as fuel.
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The Grand Parachute Discussion Thread
purpleivan replied to MaverickSawyer's topic in KSP1 Discussion
All sorts of possibilities now. The name's Kerman... Jeb Kerman. -
New Mk 1-3 Command Pod Issues
purpleivan replied to PurplePumpkin's topic in KSP1 Technical Support (PC, unmodded installs)
I hoped that as part of the parts reskinning in 1.4 that Squad might have fixed the normals problem on the male character model (arms and backpack) that I noticed for the first time a couple of days ago. It's something that's been around since at least as early as 1.0.4. No such luck... Val and the other female adventurers can still lord it over the guys with their nice crisp clean normals. It's what the well dressed kerbonaut is wearing this year. -
The Grand Parachute Discussion Thread
purpleivan replied to MaverickSawyer's topic in KSP1 Discussion
Liking the new personal chutes. -
After downloading 1.4 Bob, Bill and Val took a 3 seater for a quick trip to Kerbin orbit and back. Val decided to check out the new personal parachutes, so bailed out to catch up with the guys on the ground later. I did notice a couple of odd issues with this version. Firstly the buttons to set screen resolution in settings seemed strangely unresponsive, as if there was a delay of a second or so, each time I clicked on them before I could click again, to increase resolution. Secondly, there seems to be some sorting problems with the re-entry effects, which get rendered in front of the vehicle, even if they should be behind it. Other than that, so far so good.
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My first pics from 1.4, so without the usual Scatter et al goodness. Bob, Bill and Val heading for orbit using some nice new parts (well re-textured anyway) Coming back down. Val decided to try out the new personal chute, so bailed on the capsule at 5000m She catches sight of the capsule and steers for a rendezvous on the ground. After her chute magically packs away, she scampers off across the grasslands to meet up with Bob and Bill.
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I've just noticed some other normals issues, beyond the arms on the male character model. These being on parts of the backpack. If you look at the base of the rocket pack controller unit (ringed in red) the normals are very wrong, with the upper facing part appearing unlit and the sides too bright. Additionally, compared with the female model, the main part of the backpack itself (green ringed) has what looks like contnuous normals (no breaks) across it, giving it a rather smudgy lighting result. However the female model benefits from various normal breaks to give the shape of the unit better definition when lit. My guess is that when the female suit model was made (an adjusted version of the male one) that some existing normals issues were fixed, but thes fixes weren't repeated on the original male model. If I was being really picky, I could mention that the base of the boots of the male and female models are inconsistent. The female model appears to have a normal break between the upper and undersides, whereas the male one doesn't. Maybe it's just a fashion statement thought. Looks like a straightforward bit of work (I've been an art lead in games dev for quite a few years) to make the fixes, plus Jeb and his male buddies will feel so much better after it. So go on... assign an artist a bug on whichever bugtracker you use... you know you want to