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KSP2 Release Notes
Everything posted by Speadge
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experiencing all those bugs and realising that the game fcks you off when you want to start serious projects.
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thats the least you can expect its meant to become a Girder for catched asteroids in my new station for generating fuel & co on demand instead of having to refuel it all the time. but lifting 1.200.000 KG into space is enough... should not become any larger. P.S.: check the nodes pls, im sure my fix is not right
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Thank you VERY much :) edit: little hint: u turned the model 90° around, so everyone using it already will have ships that look... awfull :-( those cores were horizontal aligned before updating just for me to know: will you change it again or shall i live with the new orientation? ahh.. and the nodes are inverted name = truss18x18NoCore node_stack_bottom = 6, -9, 0, 0.0, 1.0, 0.0, 3 node_stack_right = -9,6,0,1,0,0,3 that does not fit well should be (i think, not sure): name = truss18x18NoCore node_stack_bottom = 6, -9, 0, 0.0, -1.0, 0.0, 3 node_stack_right = -9,6,0,-1,0,0,3 the nodes of this girder were inverted in last version as well. i did a "private fix" back then
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Helping Squad to make KSP more awesome #Crowdfunding
Speadge replied to Lubo's topic in KSP1 Discussion
u know that THIS means, that once they would get the money from any crowdfunding or else, they would stop development.. cause they have the money already. Business school might be nice - but it is the opposite of ideas like "full price for early access games" and "crowdfunding". Those are best examples for "developers get their money BEFORE they can bring sth that is worth the money" just because we all have trust in them. And because of all the feedback about KSP still beeing beta, they should have enough balls to finish this product before even butting 1hour effort in a new game just for getting new/more money. They would lose our trust way to fast this way.. and "squad" will be done very soon... -
try installing the mod "kerbal engineer" for getting your vessel deltaV then a noobish mun -landing costs approx. 6000m/s deltaV. that should be easily reached with a 1-man lander. (the 3-man is to heavy) 4km/s for Orbit kerbin 800 for Transfer 200 deceleration 500 landing 500 making mistakes for takeoff and returning you should plan at least 1200m/s in Addition. so best would be a vessel with 8000 m/s deltaV for a noob. So you should have at least 3.5km/s deltaV after reaching a good Orbit. when you dont, u did something wrong Sure, its way to much for an experienced Player, but good for trying out and making mistakes. and: when using Kerbal Engineer, configure the window to show your altitude (Terrain), as this helps to know the distance to the real groundlevel.. where you would CRASH decelerate your orbital velocity, go straight down, at 2km above TERRAIN (not sea Level) you should not be faster than 100m/s. try slowly cutting down your Speed by Setting ASAS to !!Surface!! retrograde and burning slowly for not getting faster anymore. at 500m above Terrain you should be fine with 50m/s and losing ~ 10m/s per 100m. its way apart from ideal, but i think it helps as a Guideline. and always remember not to check your altitude ASL (on top of Screen), but the altitude to the Terrain Level (Kerbal Engineer) with that in mind and 8km/s deltaV it should be doable for a 1-weekler to get some mun-surface samples check Scott Manley on Youtube. he does a new Career mode since 1.0. He is also using KER and explains really good. i bet he did a mun-landing in this Playlist as well. P.S.: check the ISP of your engines for having an efficient one in space AND in your TAKEOFF-Stage for not wasting your fuel
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i just havent experienced something like that before on Windows as it continously crashes when reaching this amount. have seen others reporting that, too.
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what has the topic to do with 64bit? As far as i know the Performance calculation is not faster or slower on 64bit... its just said that more physic work can be offloaded to other threads. - - - Updated - - - Memory cap: 64bit Version on Windows cant get up above 8/9gb as well. so it seems there is another Problem beside the 32/64bit Topic, which could have been fixed in a later Version of unity as well.
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Speadge replied to sirkut's topic in KSP1 Mod Releases
hey, i am trying to rescale the parts using tweakscale. sadly, the larger the parts become, the more problems i get. (not tried downscaling) starting from "not moving at all, but the window say it does" over "moving on invisible stack" up to "parts splitting while moving". is that normal? Have the problem mainly with the pistons IRPistonScaleable TelescopeFullAScaleable KSP 1.0.4 Tweakscale 2.2.1.0 IR: 0.21.3 -
How Do You Deal with Inerplanetary Aerocapturing in 1.0.4?
Speadge replied to Geschosskopf's topic in KSP1 Discussion
i used aerocapturing on eve with a beginning of 3500m/s. sure, u cant go down to 20k on first approach... and use some engines as well... but its doable without heatshields! background: started the mission way before 1.04 and they arrived after 1.04 came out. so i didnt plan heatshields-and survived even without. => spent ~1km/s dv for slow down AND landing -
Re entry don't affect flight almost non at all :-(
Speadge replied to Pawelk198604's topic in KSP1 Discussion
i never used heatshields for minmus-kerbin... its almost as if you say "fuel is mega-efficient, as i use just 10% of my 100k LFO for minmus and back." f you oversize (heatshield for kerbin at ~2500m/s) you equipment, it sure seems as you are overpowered - cause you ARE! -
+1 thanks for update. was about to delete it, cause i could not work with it broken since 1.0.3. i've heard using DDS is better for performance. could u please consider that? as it seems your png-files are hardcoded, so i cant use a dds converter for them. thanks
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Speadge replied to rbray89's topic in KSP1 Mod Releases
hi, i had the same problem. since deactivating the city-lights i have never seen that again. -
Hey, i start having more and more trouble as well. minor issue: using action groups extended the triggered action groups dont display in the command queue, but still take the normal signal delay to be triggered. but they ignore the execution delay that i entered. When i use the "action group extended" - build in function to queue those groups for RT, it works fine, but i have to enter the number of the group instead of pushing just the key. major issue: Haha.. never mind - found the issue. was underestimating the "active Vessel"- setting i relied on
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sry,... sir, u made my day.... so everything in the world is perfect, cause its the way it has gotten until now... and if it changes and we all get nuked, its still perfect, cause that would be the new definition of "perfect" u, sir, u nailed it!
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hey there, can someone confirm this bug is caused by RT? https://github.com/RemoteTechnologiesGroup/RemoteTech/issues/431 i have the same problem described in the first comment about not beeing able to adjust attitude manually: cant figure out how this happens
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thx, will check that out. just hoped for a action group for the "select target" thingie or the ability to chose moons in the editor anyway, will have a look to the github ideas.
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stop thinking about YOUR posts is sth has been said already. there are enough other reports with the same bug without mk3 or sas involved. nor the direction is. stop thinking you are the only one here and have to entertain the world and what u see is given law. Try to be "one of them" instead. Try to check other reports about the bug, try their crafts and find a correlation. That'd be way more helpful than crying like a baby about YOUR situation and making stupid videos. Imagine there would be at least one video about every bug in this game - hell the internet would be a better place with kitten-pics using that space and bandwith instead. edit: well, u have 3/50 posts in one thread "linking" to your video... noone wants another one!