-
Posts
673 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Red Shirt
-
Jeb's latest trip to Mun left him wondering if KSC was on a tight budget. The ship lacked batteries, solar panels, RCS, ladders, and landing gear. While the higher ups look for other items to cut, their attention turns to the chute - Is it really necessary? Jeb realizing he doesn't have enough fuel for the return trip concedes it was kind of pointless on this trip. He is happy to find there are still plenty of snacks on board. It is interesting to note the same ship with landing gear added easily made the full round trip to Minmus. Jeb landed safely with rocket assist somewhere in a southern hemisphere valley surrounded by mountains.
-
I'll download any patch to stay up to date but honestly I am having no issues. I've been playing since 0.23 - this is the best version yet.
-
I tried but I seem to lack the knowledge to crop and resize my first attempt. Can someone help? Will it automagically look wavy when a flag is planted or is there more to do here? The inspiration for this came while watching a soccer game (football to the rest of the world). The home team our local boys were facing used these colors. At first I thought they looked uhmmm, different, but it occurred to me they were actually quite Kerbal. The layout is extremely vaguely based on the local teams logo. I chose not to use a 5 or 6 point star as they are earthly symbols.
-
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Red Shirt replied to Galileo's topic in KSP1 Mod Releases
@Galileo any way to give us a side by side visual difference between the low, medium, and high, install? -
I'm on a laptop and this may be my fault (usually is). I was trying to reenter a plane when everything started spinning. I mean planet and all. Assuming this is not a bug and instead my palm hit the mouse pad or something and caused it somehow, how do I make it stop? I mean besides exploding... again.
-
The Wright Bros would have quit in disgust
Red Shirt replied to sneekyzeke's topic in KSP1 Discussion
@sneekyzeke people take posts way too serious around here sometimes. I found your post extremely amusing because I have crashed and burned way too many planes trying to figure out the fascination. Hasn't happened so far. That said, after reading your post I grabbed the stock craft Aeris 4A for the first time and went straight into space with it. Awesome! ...and during reentry it exploded. It was glorious. Stupid planes. -
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Red Shirt replied to Galileo's topic in KSP1 Mod Releases
I'm stupid. Could have sworn I did change scenes. I obviously didn't. I predate DOS and can't be trusted trying to multitask. I've been shaking down all my latest mod installs and pretty happy with this version so far. More so now that I know the one issue I had was me. No mod update for that one. -
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Red Shirt replied to Galileo's topic in KSP1 Mod Releases
Installed medium resolution SVE for 1.2. The only change I made was to the volumetric clouds distance thingy. I changed it from 10000 to 5000. I can see a visual difference (still looks great) and a slight performance gain. I run KSP on a HP laptop with an AMD processor. Taking 8 minutes to get to orbit instead of 3 doesn't trouble me as the view is worth it. The real reason for this post is to report what I hope you can see in the picture. I am getting a dark green band along the horizon instead of hazy land. Not in this pic, but I've also noticed mountains along the horizon with out the scatter effect, I am pretty sure it was this way before I made the one change to EVE clouds GUI. I do not recall this issue being in the medium res pack I used with 1.1.3. This is not troubling enough in itself to warrant another 140mb download but thought I would report it. -
1.2, yes please.
-
Updated to 1.2 Normally I wait and let the dust settle (and for patches to be released) but the reports have most all been positive so.... Grabbed a stock ship and sent Jeb, Bill, and Bob to Mun. Landed next to an anomaly. Planted a flag, Jeb zipped smoothly up and down the ladder. Launched to orbit, Returned to Kerbin. Attempted a night time parachute landing at KSC. The whole flight went perfect and very smooth.... until the capsule slammed into the mountains west of KSC. Val we have a job opening. First opinion of 1.20 is best version yet (at least since 0.25 as the nukes got nerfed after that). Now if I could learn to miss the mountains.
-
I kind of like the appearance change from the old hardpoint. The old one had an airspace between it and the drop tanks I used. That said, I find the new ones hard to line up on the centerline between tanks. Anyone else notice this?
-
[1.2] Galileo's Planet Pack (development thread) [v0.9]
Red Shirt replied to Galileo's topic in KSP1 Mod Development
O come on man, if you can hold a hospital remote you can manage a mouse. Get busy. Seriously, just kidding. Take care of yourself and be well.- 1,030 replies
-
- 1
-
- gpp
- kopernicus
-
(and 1 more)
Tagged with:
-
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Red Shirt replied to Galileo's topic in KSP1 Mod Releases
I can't be the only one, so I thought I would share. Yesterday I was driving down the highway when I noticed how clear and blue the sky looked. There were a few puffy cumulus clouds up high that were so white they almost glowed. Beneath them, resembling cotton candy or angel hair, were wispy bands with a light yellow tint. I remember thinking to myself the sky looks just like something from SVE. I definitely play KSP too much. -
Still progressing in my science mode game. Today I decided I was far enough along that Mun/Minmus missions were not gaining enough science. I looked at a dv chart and rough added what was required for a Duna mission. I don't recall going to Duna since 0.28. Literally slapped together a craft out of what I had available. Looked at a Porkchop transfer in MJ. Didn't want to wait nearly 2 years. Did a launch as soon as possible burn. Of course there was no intersection after the burn and a correction was like 35k dv. Decided to warp to closest encounter. From there I did a 200 dv (or so) Hohmann transfer, catching Duna on the opposite side of the orbit. Landed perfectly. @Galileo dude that's a lot of dust cloud at the surface. Looked cool but killed FPS on my laptop (don't change it). Back to orbit and transferred home. I wanted to circularize around Kerbin. That's when I realized my not waiting for launch cost me around 300 dv that I needed now. Changed plans but came in way steeper than intended. Rough ride but made it with 1600 science. Glad I remembered a heat shield and oversized chutes.
-
I have used them without noticing a problem - however I used delta wings or similar and not the intro science parts. Hadn't considered this. EVA in sandbox generally involves climbing up and down ladders and not just hanging onto the hatch. Yeah, giving the comments I have realized it is the difference in my play style, so.... never mind.
-
I've been noticing something odd and I'm curious if it is real or my imagination. I have always played sandbox. I've tried a couple times to play other modes but got bored in a hurry. Recently I started a science game and have forced myself to give it a real chance. On the positive side - it is nice to have a reason to pack science equipment on the ship besides aesthetics. Also I am having fun landing on Mun with all the wrong parts. On the negative side - gathering science isn't very intuitive. I know I need a scientist to reset experiments but even with Bob on board I can't seem to store more than one experiment. I probably just don't understand the mechanics involved. More important to me is the lack of learning anything new or of value from doing science. I guess as long as I know the rules, instead of enriching the lives of Kerbals everywhere we are simply to publish or perish. I must admit I do like shiny new parts, and do not have a better way of doing things. This just isn't what I expected. The real reason for writing is that in sandbox I have had virtually zero problems with bugs. In science mode I am noticing lots of them. I have only been able to get a jet off the ground one time due to slipping, skidding, and flipping. Every time I EVA Bob he floats away instead of holding on to the rails. So what I'm wondering is have others noticed a difference in bugginess based on game mode? .
-
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Red Shirt replied to Galileo's topic in KSP1 Mod Releases
Please! I know some have been able to get both working. Some of us however are not so, shall we say savvy with cfg files. My integrated graphics are melting... and I don't mind. Gorgeous! -
Another one of those days... sigh. Sunrise is pretty though, so there's that.
-
Started a science mode game. I've always played sandbox. Originally learned KSP before science and career existed. Having launched many a small city sized craft just to get to orbit, trying now to do so with as little as possible is kind of fun. Can't get the hang of figuring out how to earn lots of science so progress is a bit slow. Tried building a small Juno powered craft to drive around KSC with, but the small landing gear is a bit flaky. Embarrassingly skidded turned it over shortly after driving off the runway. Not much science in that. I'm thinking going to Mnimus would be easier but no batteries or solar yet
-
Is it a Minmus Monolith or a tombstone? Yes. Yes it is. Waiting for 1.2 to drop, I decided why not grab a few anomalies. Minmus is easy they say. Go to Minmus they say. Jeb, Bill, and Bob climbed into the Apolloesque craft. The flight was flawless. The landing not so much. Minmus is a low gravity snowcone so landing in the dark sounded easy. Trouble is I forgot lights and the incline is far steeper than I recall. In this daylight pic you can see SAS is keeping it upright but upon landing one micro landing leg exploded taking the landing stage engine with it. Fortunately the return stage engines were unaffected. Jeb EVA'd to flag the monolith. Things went further wrong from there. Jeb kind of disintegrated due to something wonky on Minmus. He couldn't run. The ship was 666m from the monolith (seriously - should have been a clue). Bored with slooow walking, the jetpack proved to be a deadly idea. Bob later collected some dust samples he believed to be Jeb and left them at the monolith. After the long walk back to the ship, the ladder gave him fits. Bob couldn't climb to the top. It's Minmus so a simple jump and he was onboard. On liftoff there was a weird pitch oscillation. Weird same ship operates perfectly on Mun. Then I couldn't select the command pod docking port as target. Had to just keep moving the mouse around the front of the ship until it eventually highlighted. Anyway, Bob was running on mono vapors when he finally docked with the command pod. Respawn in peace Jeb I love the ship design. Part mods?
-
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Red Shirt replied to Galileo's topic in KSP1 Mod Releases
Ground scatter can be toggled off depending on how immersive breaking one finds it. Personally I find the lack of at least a few cities more disturbing. -
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Red Shirt replied to Galileo's topic in KSP1 Mod Releases
What I meant was none of the previous mods I have used included daytime cities. I'm curious to try them. One thought - how does it work with ground scatter? Would we have cacti sticking out of the building roofs or do the city textures disappear before scatter comes into play? Crazy idea - What about a few buildings as scatter when up close? -
Can You Recommend Three Mods For a NOOB?
Red Shirt replied to shadragon's topic in KSP1 Mods Discussions
After MechJeb: MechJeb Embedded - automatically adds MJ to all pods. Navballs to you - to set Navball to auto visible on map mode Distant Object Enhancement - Makes planets and moons standout in the sky Bonus mod: Chatterer - totally useless but I can't play without it. After this just play until you see a need. -
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Red Shirt replied to Galileo's topic in KSP1 Mod Releases
I have always enjoyed the city lights at night in all my cloud mod installs. I've never had daylight city textures. Please leave it. Those who find it immersion breaking can delete it. -
No problems for me. Should be stock with an option to turn it off for those who disagree. Really want it on the upcoming WII U release.