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KSP2 Release Notes
Everything posted by selfish_meme
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SPACE SHUTTLES (Launch or SSTO)
selfish_meme replied to Alpha_Gametauri's topic in KSP1 The Spacecraft Exchange
KSP does not have a 4GB cap, that's only if you start the 32bit version, start the 64bit version and it will use all your RAM. Still even with all the mods loaded you will be hard pressed to exceed 16GB It is only overkill if it exceeds your needs. If you want it to last a long time, and be perform-ant for a long time, it is perfectly reasonable to spend more now. Personally I wouldn't get a second 1080ti, as SLI is notoriously finicky and prone to breaking, but it is still a valid choice.- 73 replies
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SPACE SHUTTLES (Launch or SSTO)
selfish_meme replied to Alpha_Gametauri's topic in KSP1 The Spacecraft Exchange
That is surely a nice computer, too expensive for me, but whatever floats your boat is cool- 73 replies
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So how is this wheezley wizadry achieved?
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SPACE SHUTTLES (Launch or SSTO)
selfish_meme replied to Alpha_Gametauri's topic in KSP1 The Spacecraft Exchange
Sure, I was doing this full time as a business a little while ago- 73 replies
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SPACE SHUTTLES (Launch or SSTO)
selfish_meme replied to Alpha_Gametauri's topic in KSP1 The Spacecraft Exchange
If you want to call someone just put an @ symbol in front of their name 1. Astronomers Visual Pack Repackaged 2. in KSP CPU core speed is king, I'm running a Core i5 2500K@4.5Ghz, my video card is just a GTX 1060 3GB. If you want to Stream and play with high part count ships and dock at stations and stuff I would recommend an AMD Ryzen 5 1600X overclocked with a Fractal Design Celsius S36 cooler, it is almost as powerful as an i7 7700k but cheaper and has more cores. A GTX 1060, RX 580, Vega 56, GTX 1070 are all easily good enough to play at reasonable frame rates with all the visual mods at 1080p, if you want a higher resolution go for the more expensive cards. Luckily there is no benefit in running KSP at a high frame rate, 30-60FPS is good enough.- 73 replies
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I noticed some parts like Shock Cones and Mammoth engines don't have configs or textures, I am guessing you are steering clear of stuff that has things like engine bells
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SPACE SHUTTLES (Launch or SSTO)
selfish_meme replied to Alpha_Gametauri's topic in KSP1 The Spacecraft Exchange
This was a very fast build, and needs a lot of tweaking, especially the horrible atmospheric flight behavior, but it did make it to space with 3000+ dV, so definitely has some promise, I am going to try and pack a tiny Laythe base in the cargo hold and try and get a return from Laythe as well.- 73 replies
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totm june 2018 Work-in-Progress [WIP] Design Thread
selfish_meme replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Yes, even without the ship, it might actually be useful, wonder if there is any way to dock the links? -
totm june 2018 Work-in-Progress [WIP] Design Thread
selfish_meme replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
So I thought I read about this challenge to put a base with rover on Laythe, using a Space Shuttle. The idea has been percolating in my mind for a bit, as I didn't have much time to play, but I got an hour and a half in tonight and came up with this beast. First I went back to the authoritative source material on Shuttles, the movie Armageddon. Of course the trick is to get a shuttle into orbit first with enough dV to get to Laythe and back. So this had over 3000m/s dV in orbit with the rapiers activated, so with just the nukes it should be a lot more. If I can get a little base with rover and mining to refuel I should be able to get it back right? There is a four section cargo bay there. -
totm june 2018 Work-in-Progress [WIP] Design Thread
selfish_meme replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
@klond made one as well earlier -
totm june 2018 Work-in-Progress [WIP] Design Thread
selfish_meme replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
@seiryu Fantatsic work, I want to combine your running machine, engine mockup and car into one magnificent beast! -
@Stratzenblitz75 does the mod physicsrangeextender affect the collider loading range? Harvester said collider loading is slow, so you may in fact reach an edge before the next collider loads, which leads me to my theory that Kopernicus loads more detailed terrain, but also extends the higher quality terrain further, so more plane division and more colliders, further.
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Epic Struggle with a mountain for a Reddit challenge, it actually did not break though it tumbled over a kilometre
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SSTOs! Post your pictures here~
selfish_meme replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
I used to be able to do it with the Firespitter dll and a module manager script, but I lost the file and the code, maybe I will find it again soon -
Only very recently I opened the saved game in my sig, The Dunatian, it was from 1.05, it seems to work perfectly in 1.3, which I did not expect. The terrain has changed slightly though.
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Amazing, I remember @Bubbadevlin's first walker. Slow it down and use airbrakes to increase the 'throw' of the legs? You might need @EpicSpaceTroll139's KOS scripting skills to keep the airbrakes deploying in time
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totm june 2018 Work-in-Progress [WIP] Design Thread
selfish_meme replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Check out the one in The Dunatian that was about as small as I could make it, my 7925 is probably about the same size as yours so I had to fit in too -
SSTOs! Post your pictures here~
selfish_meme replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
Very nice, I was thinking about doing the same with the Heatsheild on my SSTO booster -
totm june 2018 Work-in-Progress [WIP] Design Thread
selfish_meme replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Fantastic, I went through a lot of dev versions of this when I was making The Dunatian before deciding to do a Kerbaled Version, I had Seperaton and landing leg powered sides with docking port connections and all, actual working panels connected after the sides came down, at the time the hinges and methods just were not reliable enough. Haha, I found one of the funny ones, smoother and better quality http://imgur.com/VOEhLim -
I got a bit of a surprise last night. I downloaded this again with the thought of maybe updating it and lo and behold it works again in 1.3. There were a few niggles, like the habitat sliding down a hill that wasn't there last time. It seems the terrain on Duna may have changed slightly, as this easteregg shows, yes thats where the rover is parked lol So since it all works I may do some minor updates and re-release it.
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You could adapt a mk3 monoprop section with a new texture that has doors either side, I think the crew hatch function is just a module manager line to add the function in a spot.
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You can set the fairings to not stage as well Really this is the only thing that matters, there are no 'lazy' devs, this is the game they wanted to make, if they were lazy they would not have made it, I understand people may want things, we all want things, and want things in this game. But it's not within our right to demand the devs do anything, except fix something that is broken and the stock fairings are not broken, they just work differently than the way some of you want them to work. They purposely made the game to be mod friendly, but that in itself then puts a compunction on them to not annoy the modders by taking the need for their work away. They incorporate some things, like SP+ which was not open source and specifically designed to be very stock like, so the integration fit in with their plans.
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Its lookin sweet