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Everything posted by Evanitis
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What command module are you using? Not all stock pods even have those RPM screens. Let's check if you have those on the very first Mk1 command pod - that one is definately supported. If there are big black screens in IVA, saying "Junk Systems Inc" or something similar than you installed the mod well, and all you need is to activate the displays by the buttons above or below them. In this screen, some of those buttons are covered by a sticker from B.K., but you can still click them. Keep in mind that some RPM functions need other mods to be installed - for example, that wireframe image on the left needs the VesselView mod, etc. The RPM thread mentions all other mods that give extra functionality. If the black screens aren't there or doesn't function, make sure you extracted everything to the correct place - you should have GameData\JSI\RasterPropMonitor in your KSP folder. Can't really think of anything else that could have gone wrong.
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(+) 48
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(+) 48
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Voted Europa, for it's lovely color and for all the puns it would lead to. Ah, and it has water so I could cook, and oxygen so I could fly around on jet-engines and make SSTOs.
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Computers can beat us in chess, but not in kickbox. (+) 47
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Up, up and away! (+) 46
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And another one to reach the altitude where we can switch to rocket mode! (+) 44
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Slinged our brave Asteroid Tamer Team out to leash a great beast. We have to report that the monster is captured. Now we'll need to break it so it abides our will. Than we can bring it home. This will not be easy, as this monstrocity weights a thousand tonnes. We named it Stimpy. We have 136 dV when fully loaded, and it takes a few weeks to refill. We might need to call home so they send us moar boosters.
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Just adding a brick into the tower of Babel, so we may reach the heavens. (+) 42
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Do something nobody has done before
Evanitis replied to quasarrgames's topic in KSP1 Challenges & Mission ideas
That is amazing... what mod keeps the first plane steady while you fiddle with the other one? -
what is the most random thing you have done in ksp
Evanitis replied to the torturer of kerbals's topic in KSP1 Discussion
Do you hate science hogging too? But you know there are those times when you just need 2.7 points of sci for something that would be reeeal useful on the upcoming mission. Those times we call... the sci-hog! -
New Horizons style mission
Evanitis replied to 1of6Billion's topic in KSP1 Gameplay Questions and Tutorials
You know if that line wasn't there, I'd summon a math expert or started to wonder if MJ's advanced transfer function works with extra planets (pretty sure it does).. But the regular methods for going to different planets such as hohmann transfer and launch windows are all based around the concept that you want to use the least amount of dV at the start and at the arrival. But I'm pretty sure inefficient ways result in more speed, so I'd try to brute force first. As in: make the most overbuilt craft you can get to orbit take out of Kerbin SoI, and just plot an intercept. If that needed a ridiculous amount of dV, wait 100 days and retry. And/or add moar boosters. Well, that would be my first though. The other two options I could think of were hinted above. -
Peace and love makes the world go around! (+) 41
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Ask a stupid question, Get a stupid answer back.
Evanitis replied to ThatKerbal's topic in Forum Games!
It would cost a lot, as you'd also need to carry the land you land on. If DiCaprio got an Oscar, would he stop accepting roles in boring movies about hardships and suffering and hardships and limping and hardships? -
If you were the first person on mars, what would you say?
Evanitis replied to KleptoKat's topic in Forum Games!
AAAAAAAAAARGH, WTH! SERIOUSLY? TAKE ME HOME! -
Well, if it's arguably essential / important, the merit of it being a mod is that the devs can work on definately essential / important features instead. Though it's just my opinion, and since I started this thread, I know it's a selfish one. I also don't think that just because two people have compltete opposite opinions, one of them has to be wrong. Let's agree to disagree.
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Making KSP run smoother
Evanitis replied to Zosma Procyon's topic in KSP1 Technical Support (PC, unmodded installs)
That -hurts- you know. And since my statement has the expression "feels to be" in it, it is the absolute truth on my end. That doesn't mean I'm not wrong. I never did actual testing, it was just my impression. I rather keep to low part counts until we see how 1.1 works. -
Ask a stupid question, Get a stupid answer back.
Evanitis replied to ThatKerbal's topic in Forum Games!
By using in order to communicate with. This way it can establish a between other phones, so the users can also. What should I do if a huge psychotic dog attacks mine whenever they meet on the evening walks? -
Making KSP run smoother
Evanitis replied to Zosma Procyon's topic in KSP1 Technical Support (PC, unmodded installs)
The most demanding task for KSP on a modern computer feels to be the separate physics calculation on all parts. Thus, lowering most visual settings won't have a huge impact on performance. But there's the "Max Physics Delta-Time something" slider - lowering that can help more than anything else. Alternatively, there's a mod to merge parts together (UbioZur Welding as I recon). That way you can manually lower your part-count. RAM overloads can be avoided with the Dynamic Texture loader mod. -
Got my Asteroid Nagger prototype to orbit. Than sent up an ISRU crew along with fuel. Ready to catch my very first pet-rock! We'll have so much fun together once she's housebroken. Val felt that this isn't the safest way to dock, but the engineers insisted.
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Spaceplane that can reach Minmus LKO
Evanitis replied to Bandus's topic in KSP1 Gameplay Questions and Tutorials
I believe this is the correct soultion, and you see the problems with it pretty well. The alternative ways I can think of are refueling the plane on LKO, or building it so that it can detach the lifter part on orbit. You know, technically it's still an SSTO if you only stage stuff once the Pe is above 70k. -
Yup, just didn't bother to click... Mach 6, nice! EDIT.. Ooow, that's nice and handy to click on.
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That makes sense... but I'd also consider adding further Mach Missions as an alternative solution to the same problem... maybe up to 3, or even 5. It would be interesing to know how far can one get with the early career crafts..
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I'd say remove it. Bruteforce solutions from players usually predate the need for precision.. the stock tech tree seems to reflect that too. I'd even consider adding it after Wright contracts. That sounds Kerbal to me. 'Ok, we can fly. Now add moar boosters!'
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