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Everything posted by DDE
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[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
DDE replied to Galileo's topic in KSP1 Mod Releases
That's them. Was faster to copy-paste a portion of the "settings" file than to boot up the game.- 1,019 replies
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[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
DDE replied to Galileo's topic in KSP1 Mod Releases
@Avera9eJoe- 1,019 replies
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[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
DDE replied to Galileo's topic in KSP1 Mod Releases
Hey @Galileo, should the Mun look this bad up close?- 1,019 replies
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As you may notice, this thread is dated two years older than the posts within it; due to a graduation and employment-induced hiatus, I've had to abandon the original plan to maintain continuity with my previous fic, Flight to Independence. Unlike the earlier fic, this one starts in the von Braun days, so at least you won't have to suffer through justifications of an Inexplicable Technology Reset. This fic will operate on a combination of significant amounts of headcanon and rocket science; the Kerbals may be more humanized and less stupid than you're accustomed to. I would especially advise you not to pester me for getting the parts manufacturers "wrong"; DMagic's science fanon, however, is used as default. 1.7.3 install, no DLCs, heavily modded and held together with duct-tape, could provide info on request. Overall program progress
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*breath-holding intensifies, distant sounds of the Imperial March*
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[KSP 1.3.1] Bon Voyage 0.13.2.1 - Make your wheels rolling! 2017-10-15
DDE replied to RealGecko's topic in KSP1 Mod Releases
Copy that, thanks for the heads-up. -
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
DDE replied to Galileo's topic in KSP1 Mod Releases
Alright, I think it's time I stopped running around flailing. I've almost done everything I wanted, and I currently have two problems. First is getting the clouds on Duna to work. I've got SVE's dust storms intact: And then I have the AVB clouds config, with all dependencies still in place, slide in on top of that: Unfortunately, the clouds still seem really dim (dare I say, Mars-like) compared to their original form in AVP, and I barely coaxed them into existence by dumping both configs into one file. How does EVE play with two different configs? And given how you mentioned making dust storms invisible from orbit, I'm pretty sure I'm barking up the right tree, @Galileo. My second question concerns a subject on all of our minds': eclipses. Thanks, 'Muricaland. I thought it were my shenanigans with Laythe, but turned out there are no shadows on SVE's Kerbin either. Does this mod not support cloud eclipses? I distinctly remember a 1.1.3 eclipse on Duna being pretty thorough. No, I just deleted the redundant of two identical configs: At this point I'm half-ready to give up and just install a lightly pruned Astronomer's. Half-ready. -
For Questions That Don't Merit Their Own Thread
DDE replied to Skyler4856's topic in Science & Spaceflight
That was exactly his point. Soviet safety limits of fluorine in the air were much, much higher than for UMDH or NTO, so what are you pansies complaining about? Just line the launchpad with charcoal, see NASA TN D-3118, from which I'm currently blocked due to rampant Russophobia among .mil websites. -
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
DDE replied to Galileo's topic in KSP1 Mod Releases
I suspect it's AVP, since it has Minmus mists, "sandstorms" and geysers. I've managed to transplant the former two in my ongoing efforts at playing Frankenstein. -
For Questions That Don't Merit Their Own Thread
DDE replied to Skyler4856's topic in Science & Spaceflight
You sound a lot like Glushko's memo arguing for the deployment of an RD-301 ammonia-fluorine upper stage for the Proton. -
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
DDE replied to Galileo's topic in KSP1 Mod Releases
@Galileo, let's approach this from another direction. This is AVP's configuration for Laythe. Do I understand correctly that the glow of the cloud formations on the dark side of the moon is driven by _MinLight = 0.1 and that setting it to 0.0 should kill it? Yes, it is. I'm a few edits away from victory. -
Yes, I know FASA has them... and that's basically it.
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[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
DDE replied to Galileo's topic in KSP1 Mod Releases
I dug up 1.0.83, which was bundled with Scatterrer and EVE. They apparently failed to work with 1.3... so I proceeded to replace all the scripts with current ones. Necromancy, not even once, kids. @Galileo, do understand my gripe. Neither current SVE nor AVB fit too well into the OPM-DMagic "canon". SVE's Laythe is transformed into a cold alien world, all too much like Tekto (to the point where, until seeing the patch in Pood's thread, I considered "fixing" Tekto by reassigning Laythe's configs). Whereas AVB's Laythe has those extremely apparent biolumescent clouds, even though the discovery of life on Slate, in one particular biome, using one particular science tool, is played up as a big thing. That, and it seems appropriate for a more hydrated version of Mars to have more ice clouds, and for Eve's atmosphere to be undifferentiated. -
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
DDE replied to Galileo's topic in KSP1 Mod Releases
Hey guys, let me voice an unpopular opinion. I miss the SVE of 1.1.3, back when it was... plainer. Might try hacking together some improvised configs later this evening; wondering what would happen if I just tried strapping the old configs and textures onto new EVE and Scatterrer... -
Textures missing after uninstalling mods
DDE replied to DDE's topic in KSP1 Technical Support (PC, unmodded installs)
Basically the issue knocks out certain texture files for good. I've managed to boot up with mods and without OpenGL, but Scatterrer's shadow bugs suggest forcing -dx11 anyway. Thus far bugs have not reappeared. -
Textures missing after uninstalling mods
DDE replied to DDE's topic in KSP1 Technical Support (PC, unmodded installs)
Issue resolved, but now I'm running the risk of not launching with vismods... -
@Nertea, why did the xenon and argon clusters get canned? Also, a humble request: add captions to the FFT Imgur album, I lack the radiation shields rating to approach awesomeness of that magnitude.
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Have you tried actually using it before asking for an update?
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I've been having intermitted problems which are retained even after clearing out the mods folder. This is the mild case: Sometimes, Kerbin in the main menu, along with the Launch Pad and the terrain up close, are also blank or darkened out. This can be resolved by uninstalling and thoroughly cleaning up the files before reinstalling. I'm guessing this is caused by some sort of mod-induced damage, but I need an expert diagnosis. Steam, current version. Forcing OpenGL to get vismods running. Mods that have been added and then removed: Logs: https://1drv.ms/t/s!AmlSZuL0ax7C4BI7PBmTJ1VPX2mv
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Russia moves PTK/Fed spacecraft to single-stick kerolox LV
DDE replied to RedKraken's topic in Science & Spaceflight
"Fat" 4.1 m Zenit developed with Kazakhstan under Sunkar. Well, Angara still pretends it's alive, and another launch is promised within a year. -
Can mere expansion really "dump" that much heat without the nozzle being heated up and thus likely shaking the system loose?
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I fear it's for the same thing as the nuclear turbojet. This thing is (supposed to be) capable of atmospheric launch and descent under its own power - no reason to have a turbojet otherwise.
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*Innocently whistles the March of the Kosmonauts*
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Meh, it was more about aircraft carriers than guided weaponry. In fact, guided weaponry might kill (or already actually have killed) carriers and bring back surface combatants... which in turn might get battleship armour back if point defences outmatch missiles to a point railguns come into play as the main offensive weapon.
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Thing is, you don't probably need to hide the mothership, you need to just hide the launch from the defending side that is free to take potshots at the "low altitude recon flyby".