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Everything posted by dresoccer4
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thanks a ton for this awesome, awesome thing y'all have made. so i'm a huge fan of the scatterer and the EVE to make the game look all purtty, but they like to eat a lot of memory as well. i tried to load up the EMLV Snacks craft, but KSP dies before it even makes it to the launch pad. any tips/tricks out there to allow these high-memory mods to play nice together? i know Chaka is basically a complete parts replacement so i tried to remove the Squad folder from GameData, but the game wouldn't load so assuming there's something kind of important in there. thanks!
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
dresoccer4 replied to rbray89's topic in KSP1 Mod Releases
so glad to see the update! thank you. quick question: is there a higher resolution version anywhere? it seems a little pixelated (not sure if it's just me). i vaguely remember there being multiple resolutions in the past -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
dresoccer4 replied to Ven's topic in KSP1 Mod Development
is it too soon to ask if this works with 1.0.5 -
just wanted to say thank you for making these, and can't wait to see your next creations. i played around with your new mk-1 for a few hours today and have to say it adds a whole new element to the game play and makes me excited to get back into KSP. thanks!
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Lights Won't Change Color
dresoccer4 replied to dresoccer4's topic in KSP1 Gameplay Questions and Tutorials
Really? that seems weird. it'd be nice to light my ship up like a christmas tree! -
Small issue, but an issue nonetheless. Any idea why I can't get any of the lights to change their color? Am I missing something stupid? I change the RGB sliders but the light stays bright white. I'd insert a picture to show but I'm not sure how to do that :-/
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Cannot Auto-Warp So Far
dresoccer4 replied to dresoccer4's topic in KSP1 Gameplay Questions and Tutorials
i just want to warp further along my current SOI! but the 2nd orbit trajectory is so close to my current trajectory that the game defaults to selecting it instead of you current trajectory. which doesn't make a lick of sense in my book. i'll try and post a pic to clarify what i'm talking about in a few minutes when I can set it up in KSP. -
Cannot Auto-Warp So Far
dresoccer4 replied to dresoccer4's topic in KSP1 Gameplay Questions and Tutorials
The problem is that once you zoom in far enough to be able to click the blue line, you're not gonna get to warp very far. kinda defeats the purpose of warp. keep the ideas comin'! i wonder how the devs overcome this problem..? -
Cannot Auto-Warp So Far
dresoccer4 replied to dresoccer4's topic in KSP1 Gameplay Questions and Tutorials
thanks for the quick response. in regards to your answer about the parallel trajectories, the ships are usually the same type, but that's a good idea anyway. i hope someone has an answer to this mystery! -
I tried searching for this but turned up squat. However it may be because i'm a bad searcher My question is: when i have an intercept course laid into a distant planet, i cannot auto-warp (it says "Cannot Auto-Warp So Far"), however I am not trying to warp very far. Even if i try to auto-warp just a little bit in front of me it won't work. So I know what's happening, after my course intercepts the planet, the course after it leave the planet is slightly altered. So on the map view there are actually 2 courses side by side. When I try to auto-warp, it always selected the 2nd course (which is incredibly far away after orbiting Kerbol). Any tip or key-combo that will help select your current course?? This is also an issue when trying to select two ships that are close together, maybe the solution will hit two birds with one stone! Much obliged, folks!
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
dresoccer4 replied to Ven's topic in KSP1 Mod Development
hi! just wanna say I really enjoy this mod. I've been playing KSP for a long time and this rejuvenated my love for the game. I have a quick question, hope it's not stupid: i see on your github page under your v1.8.1 that there have been 34 commits to this release. this includes the most recent one from yesterday that "added the deployable ladder" so if i download this version by clicking v1.8.1.zip, does that include all of your updates? i did a quick check but wasn't sure i saw any files dated past 5/10 -
cool thanks for the response, ill give it a try. and while i said in my earlier post that it can get frustrating having to re-loap KSP so often, i should have also added it's definitely worth it though because this mod is so great!
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So do people remove a lot of the stock parts to save on memory? I basically only have Chaka, stock, and a few other smallers mods running, and I can only get a couple reverts or ship loads in before the game crashes with 3.5GB+ ram utilization. Then I have to load KSP back up again and hope I can continue where I left off. That can get frusterating
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how very Kerbal of you!
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having a blast building and flying the Monkey Transfer Vechilce (sic)! but had a question about the production information card. The cards for A, B, and C all say "see detailed MTV product information card for detailed MTV operational instructions" Is that card in a different location? or has it just not been made yet? or is the card just telling me to look at itself
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'MK1-2 Pod' IVA Replacement by ASET[v0.3]
dresoccer4 replied to alexustas's topic in KSP1 Mod Development
this is absolutely stunning! is it too much to hope that all IVAs will become this good? way to set the bar exceedingly high! -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
dresoccer4 replied to Ven's topic in KSP1 Mod Development
Ven! I've been playing KSP for years now and somehow just stumbled upon this. i decided to give it a try and installed it today. all i can say is WOW! I'm all about an aesthetically pleasing rocket, so im jumpin' for joy over this mod! thank you for delivering this to the KSP mod community. any plans for where this mod is headed next? i will follow it very closely and can't wait to see what else you have in store for us. cheers! -
i really enjoy this mod! had a couple quick questions: 1) what are the common berthing mechanisms exactly? docking ports? 2) what is the difference between active and passive? 3) do they work with the stock docking ports? (i tried to connect them in orbit but they wouldn't have it) i looked through the other pages but couldn't find the answer, so hope this hasn't been asked already. cheers!
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[1.11.0] [0.9.0] Hot Spot - Better Thermal Data
dresoccer4 replied to zengei's topic in KSP1 Mod Releases
hi all! i just installed this mod and i'm testing on re-entry with a few kerbals in an apollo capsule. when i right click, the command module shows an external temp of 1100k and and internal temp of 630k. does this seem right? 630k is 674f. i dont think the internal temp gets that hot does it? maybe i'm wrong and the kerbals can just take the heat! -
What do the new radiators do?
dresoccer4 replied to MattW93's topic in KSP1 Gameplay Questions and Tutorials
very handy! thanks for the quick reply. -
What do the new radiators do?
dresoccer4 replied to MattW93's topic in KSP1 Gameplay Questions and Tutorials
another question i've been wondering along these lines...do you need to connect the radiator directly to the part that's overheating? or just to the stage? if the engine is overheating, i think it'd be strange to have a radiator sticking out from the side of it...not to mention awkward packing and ascent -
i really like this mod! i have two questions: 1) when i turn on over drive mode (or whatever it's called), the engines overheat and explode very quickly. is there a way to radiate the heat away from the engines to they last longer without burning up? if so, do i need to attach the radiators directory to the engines, or just the stage? 2) the over drive mode can be manual or automatic. if automatic, when does it decide to switch? hope these haven't been asked and answered somewhere else! thanks!
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[1.0.4] Endurance (from Interstellar) [DISCONTINUED]
dresoccer4 replied to benjee10's topic in KSP1 Mod Releases
i read through several pages but didn't see an answer, but sorry if this has been asked already. in its current version, are you able to attach science and habitat modules to Endurance, and then detach and bring to the surface with the lander? i attempted to do this on my own in the game but couldn't figure it out i looked for instructions on the main page but didn't find any. is this feature available, or not yet? danke!