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Everything posted by maceemiller
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Intel HD intergrated graphics card improvement
maceemiller replied to maceemiller's topic in The Lounge
Im no tech guy as I said before, but this seriously worked on my machine and its still set up the same way with no problems in anything I do on it. No harm in trying it and seeing if it improves your machine. It can always be reverted -
Ill be honest, when I want to deorbit I do anywhere I see fit. I only ever come back home after a successful mission so to me efficiency is outta the window by then
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Intel HD intergrated graphics card improvement
maceemiller replied to maceemiller's topic in The Lounge
Thankyou very much I really want this to help others as integrated HD graphics are not the best, yet this far surpassed my expectations. -
[1.6.1] Soundtrack Editor 4.6 (2019-01-28)
maceemiller replied to pizzaoverhead's topic in KSP1 Mod Releases
Well, the music plays fine with the included tracks, however when I add my .ogg files into the required folder I drop into the settings.cfg to edit the text but upon starting ksp I hear nothing apart from stock music. Tried for nearly 2 hours last night to no avail. Shame cause I like the idea of this. Just a quick ask for help if I may.....my music tracks are in the music folder, but how do I edit the .cfg file correctly? I have tried renaming the music names exactly but it seems to do nothing when I load up ksp?- 779 replies
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1.0-1.04 Lag
maceemiller replied to Kiel Eire's topic in KSP1 Technical Support (PC, unmodded installs)
If you are using Intel HD graphics card check out my thread on how to get the most out of it http://forum.kerbalspaceprogram.com/threads/130226-Intel-HD-intergrated-graphics-card-improvement -
Congrats my man nice when things "just work"
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Awesome stuff! I totally understand how that feels for me its all about docking......every time I do it my heart pumps stronger and my nerves are on adrenaline...... Not many games I have played seem to bring out these emotions..... Roll on your next goosebump session!
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My dumb a** deltaV question
maceemiller replied to maceemiller's topic in KSP1 Gameplay Questions and Tutorials
Yet again this is one of them answers that really makes sense to me. In fact my question now seems obvious lol! Cant wait to start construction on some new craft with my new found knowledge thank you all once again -
My dumb a** deltaV question
maceemiller replied to maceemiller's topic in KSP1 Gameplay Questions and Tutorials
Ok, id just like to say straight off the bat to all members here that have replied to my question a massive thankyou from a not-so-confused guy from England. By reading your replies a few times over I now can see the error of my "logic". When I first posted my question I felt frustrated and disheartened but now I'm looking forward to rethinking and redesigning my rockets. This is the beauty of everyone on this forum.....which is without doubt the best forum this side of LKO Thanks once again. - - - Updated - - - Your analogy has just made it click in my head -
My dumb a** deltaV question
maceemiller replied to maceemiller's topic in KSP1 Gameplay Questions and Tutorials
Told you it was a dumb question to ask. If im honest it still makes no sense to me......all that dv I sent up just doesn't exist? All that fuel is effectively unusable? Anyway, thank you for your reply, I do appreciate your time, even if I dont get it. BTW, I was intending to keep them as a single stage....a waste of time that was -
My dumb a** deltaV question
maceemiller replied to maceemiller's topic in KSP1 Gameplay Questions and Tutorials
I understand that however what im saying is from having 1 side in orbit with 5000 dv then sending up a duplicate (even with the extra small parts I put on it I could live with losing say 1000dv) I would expect that my dv would go up (5000+say 4000) would equal 9000dv, not drop to under just having 1 side? Where has all that dv gone? Its like I may as well never bothered sending more up to add to it? -
Hi all....OK, so im gunna look like a fool here but I dont understand something. The scenario is this, Im trying to get to Moho. I have built "straight" rockets and have seen the deltaV go down in stages as more parts were added, that I understand, so I thought I'd try something different, ie. assemble a rocket in LKO but attatch the 2 parts side-by-side (the pictures I have provided should give you a better idea of what I mean). What I did was make "the left, or top side of the craft" which gave me a dV total of 5025 when in orbit. I basically sent up a duplicate of this (with a few more parts added but no biggy) expecting that when I docked with the first craft I would have another 5000 or so of dV, except I've ended up with under 5000 dV when docked together? Im sure there is a clear and obvious answer to this but atm I'm just not seeing it
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Is anyone else experiencing Too-Much-KSP-Syndrome?
maceemiller replied to Noname117's topic in KSP1 Discussion
I am exactly the same as your description. You are certainly not alone -
The "You know you're playing a lot of KSP when..." thread
maceemiller replied to Phenom Anon X's topic in KSP1 Discussion
Lol! I do that all the time and get really pissed that I cant do it. Also, even Peppa Pig (I watch it with my 3 year old granddaughter, honestly) makes me think of KSP because Daddy Pigs method of making a rocket is all wrong....... -
Parachute failure
maceemiller replied to quantumpion's topic in KSP1 Gameplay Questions and Tutorials
Thanks....ive had this problem before with parachutes but never adjusted pressure. Man this forum and its members surpass any ive encountered before. I love it here - - - Updated - - - Thanks....ive had this problem before with parachutes but never adjusted pressure. Man this forum and its members surpass any ive encountered before. I love it here in fact, I get as much enjoyment trawling through this forum as I do playkng KSP. -
Exploding Solar Panels
maceemiller replied to Francois424's topic in KSP1 Technical Support (PC, modded installs)
Same happened to me again connected panels to struts.....only was I can fix is to put in a fairing.... -
Surface textures shaking
maceemiller replied to Joonatanr's topic in KSP1 Technical Support (PC, modded installs)
"So the shaking is there with a GT420 and a GTX970. Maybe it has something to do with Win 10 drivers." Id say that was the issue. Ive read on another site about Win 10 not having certain drivers yet. -
Are cluster engines effective in 1.0.4?
maceemiller replied to maceemiller's topic in KSP1 Gameplay Questions and Tutorials
Well, after an hours redesigning without using cluster engines and using KER I am proud to say I have built my largest rocket to date which is now happily in LKO at 115,508m.......and I have managed to take with me all required dv (and a bit of spare) to get to Moho and back. Thankyou to all who have posted.....it really has helped. As for clustering in the future, I need to experiment more......great fun -
This glitchy mess is supposed to pass for release?
maceemiller replied to JG_Wentworth's topic in KSP1 Discussion
A very correct answer in this case..... -
Are cluster engines effective in 1.0.4?
maceemiller replied to maceemiller's topic in KSP1 Gameplay Questions and Tutorials
Well thankyou all for your replies. I have learnt a lot by reading them. As soon as I return home from my day job, imma try out KSP again. Thankyou all so much -
Awesome! Ive been using the dv map prior to this that showed 4550dv to LKO....this will hopefully get me to Moho and back.....hopefully lol
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Are cluster engines effective in 1.0.4?
maceemiller replied to maceemiller's topic in KSP1 Gameplay Questions and Tutorials
I attatch them for example to a single orange tank using the small cube strut thingys -
Are cluster engines effective in 1.0.4?
maceemiller replied to maceemiller's topic in KSP1 Gameplay Questions and Tutorials
Yes, you read it correctly and yes I did repeat the test with the same results. It may be the new atmosphere, etc in 1.0.4 thats made the differece from the old video test. Thankyou for your reply though as its given me things to think about - - - Updated - - - Thankyou, very informative -
Hi all. So, im trying to get enough fuel together for a trip to Moho and after watching a video about cluster engines it appeared that this was the way to go. In a test that was conducted 1 engine (I forget the name but its stock and has 1500 thrust) was strapped to a single orange tank and launched straight up and the apoapsis height was recorded, lets say 2 million meters as an example. The same test was done but this time with 3 LV engines in a cluster formation and the apoapsis was way over 4 million meters. Great I thought, but when I replicated the test .I found the single engine reached a far higher apoapsis than the cluster by over 2 million meters? Why is this? Is it because the test in the video was on an older version of KSP and not 1.0.4? Also, should I just use cluster engines in space as apposed to using them on launch? Im just having a hard time getting the required dv to Moho so trying different things. Any help would be much appreciated