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Everything posted by sh1pman
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
I tried it back in the days of MKIII modules, OKS and Orbital Logistics Generally, with large connected bases, the physics hop would rip all KIS-attached anchors, ground pylons and struts from the ground. So I didnt even try it this time. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
@RoverDude I tested the new cradle250.mu. Cradles do shake still, but it's much better than it was before. Sadly, nothing seems to fix the base sliding issue. I don't think cradles have anything to do with sliding, though. -
Should KSP have a Delta-V readout?
sh1pman replied to bsalis's topic in KSP1 Suggestions & Development Discussion
Patched conics, maneuver nodes, navball and SAS ruin all the fun! Real players don't need them, KSP is all about eyeballing stuff! Right? -
Wilfurt Kerman wanted to take some cool pictures of himself today. So I had to lift him up. From Eve surface base. I guess he was happy
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Yeah, it's just weird that they attach normally in VAB and then fall off immediately upon construction. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Side effect: Parts immediately fall off from inflated Bigelow-habs on GC-constructed vessels. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
You mean the button that controls forklifts and stuff? -
Made a cheap Eve sea level SSTO with Karbonite and Atomic Age engines.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
As if @RoverDude made all his mods just for himself! -
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
sh1pman replied to Galileo's topic in KSP1 Mod Releases
Yeah... There is a plane there. Somewhere... -
So what about Eve sea level SSTOs? Are they even possible?
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[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
sh1pman replied to Galileo's topic in KSP1 Mod Releases
What's wrong with Scatterer? Is it broken somehow? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
But... does it take colony supplies to breed kerbals? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Is there any reason why I should ever bother producing colony supplies instead of just building more habs? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Absolutely. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Here you go: https://dl.dropboxusercontent.com/u/46597246/persistent.sfs It's the base on Eve. It should only contain MKS parts. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
I use NVIDIA overlay to capture screenshots and videos. They're always in the native 2560x1440 resolution, but it can manage up to 4K, depending on the monitor. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
You won't be able make enough material kits to build more habs. For that, you still need drills. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Nobody's talking about making them better. I'm talking about making them scale better with time, just like drills and refineries do. You can't just drop a sifter anywhere and expect to generate a decent amount of resources. You'll have to work for it and improve the geology rating first. The alternative to making them receive geology bonus is to spam more sifters, and I'm not really a fan of spamming parts. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Of course it is. But you seem to be missing the point of colony rewards. As @RoverDude said, they're meant to reduce part spamming in late game. So instead of having 15 drills mining the same thing, you only need one. Now, the sifters are already balanced with drills by having much lower efficiency. However, while the drills do become more efficient with time, sifters don't. This increasing efficiency gap makes sifters less and less useful, breaking the balance. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
They work very very slowly, so they're balanced with drills. What's not balanced is that they don't receive any bonuses, while drills and refineries do. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Sifters don't seem to benefit from colonization scores. Also, you only need one kerbal with the geology skill to increase the sifters efficiency. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Cradles might indeed be responsible for that. When this base had Karibou wheels instead of cradles, there wasn't any shaking or moving around happening. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
sh1pman replied to RoverDude's topic in KSP1 Mod Releases
Hey folks, I've made a small clip about the most annoying thing regarding MKS in KSP. Hopefully, I'm not the only one seeing this happening, and somebody here knows how to prevent it. Basically, when I build my base big enough, it starts randomly shaking and wobbling all the time: It also rotates and moves around very slowly, as you can see from the KER overlay at the top-right corner. Ground tether doesn't help, neither does autostrut.Turning off ground tether makes it freak out and slide rapidly in a random direction. So I'm at a loss here. I'm not even sure if I should continue expanding this base. -
Any tips on higher FPS with visual mods?
sh1pman replied to Zerxal's topic in KSP1 Technical Support (PC, modded installs)
Visual mods hit hard. I went from 120 to 50 fps with EVE, SVE, Scatterer, DistantObject and Planetshine installed. I have a gtx1070 and play at 2560x1440.