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Everything posted by LaytheDragon
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I've known this for a long time (and I use it frequently), I just didn't think of using it in this particular situation because it is usually of no use when in orbit and not doing a burn.
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The outside textures could use a bit of work, but are mostly great, and the hatches, especially that on the Mk3 Bridge, are great. The floor material inside just seems like too much of a placeholder (assuming you want an end goal of good quality parts that can be entered on EVA). As of yesterday, my gaming pc isn't working, so depending on how much this mod affects performance (I can probably run it still), I may be able to do much testing over the holidays (when I am anything but busy), which will make less (or potentially more) questions come out of me about this mod and more pictures/suggestions for you be given.
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You answered my question, nevertheless. Thank you. Once you have more time for modding, I assume you will beef up the textures inside the science bay and pods?
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Kerbin Cacti Need to be Remade
LaytheDragon replied to LaytheDragon's topic in KSP1 Suggestions & Development Discussion
Those are both covered by mods (and an in-situation dv display would be a better compromise, so you would only know your current dv left in the current stage). I have tried not the BeautiLifeScatter, RealCactus, or BetterTerrainScatter mods, because they don't exist. Thus, the first thing to do is suggest better cacti to Squad (the purpose of this thread), who could update the cacti model probably in less time than they could make an inflatable heatshield (relative to before they made one, when the entire heatshield art would have to be drawn out). This also gives awareness so we can hopefully get a modlet for better cacti in the meantime.- 20 replies
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Can you place blocks inside the Science Cabin? A previous picture of yours shows blocks inside it, which seems useful.
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Kerbin Cacti Need to be Remade
LaytheDragon replied to LaytheDragon's topic in KSP1 Suggestions & Development Discussion
That doesn't take back the fact that there is no cacti variety (there currently is only one type, all with same exact shape at different sizes) in KSP, and that the cacti are outrageously bland and undetailed (better low-res cacti than THAT should be easy for Squad to make).- 20 replies
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Something along the lines of that happened when a mothership I sent to Urlum from the Outer Planets Mod dropped a ScannerBot around Polta (one of Urlum's moons), except that I luckily could "borrow" the mothership's antennae before undocking to complete the scan.
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Yesterday, I landed a kerbal on the mun for the first time in my 1.0.5 career save (it was a first for that specific save; I have been to the Mun many times before) The views from the mun were beautiful, as I landed on the edge of a cliff and with Kerbin just barely visible over the horizon on the opposite horizon from the cliff (400 meters from the landing site; where the ground starts to slope before the edge of the cliff blocked the view of Kerbin from the actual landing site). Despite the tipped lander, opening/closing the service bay would push against the ground and bounce the ship just off the ground, so it could thrust away without incident. The problem I had, though, was not enough delta vee left to make it back home. I could barely get 1,000,000 meters above Kerbin when I was lucky before running dry. It took a huge amount of quickloading and minuscule differences in my Mun escape trajectory to finally get the right combination for a perfect 27,000 meter periapsis around Kerbin for reentry. I also confirmed a hypothesis that Kerbals could be rescued just by stuffing them in a 1.25 meter service bay, the service bay I use in the standard early-game 1.25 meter 1-kerbal return pod I've created in that save. I sent up the same ship I used to land on Minmus in that career save to rendezvous with a kerbal (without maneuver nodes, of course). It does require lots of stopping timewarp and moving the kerbal back near the ship, though, as the kerbal and the rescue ship drift through each other while on-rails (luckily I rescued a kerbal from low orbit, so I didn't need to do much of stopping timewarp). Right before I went below 70 km above Kerbin, I stuffed the kerbal I managed to rescue into the service bay and watched as she survived reentry. She only added a very slight torque to the pod from moving around due to being cramped by the mystery goo. Pictures are in the spoiler. Today, I didn't play KSP, because my gaming computer only loaded/only will load partially, and then went to a black screen with a flashing white line in the top left corner. The line was lower, flashing more often, flashing faster, and flashing for much longer (infinitely) than the usual two seconds of that computer loading screen. I think the issue may be relating to the hard drive, but i don't know if it can be fixed with a windows 7 ultimate (a version of windows that doesn't have windows 10 popups) recovery disk, or if lumps of money need to be spent on a new hard drive. (Does anyone know about this computer issue? I can't play KSP with clouds on any of my other computers due to lag, so I would like tips on a fix)
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Eve's ocean is 1.5 times as dense as Kerbin's and Laythe's; not all liquids in KSP are equal in 1.0.5. Wind would be too hard and annoying for new players, and it would be a bother to not know that there is a lot of wind in a certain place until it is too late to restart a carefully planned mission.
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Kerbin Cacti Need to be Remade
LaytheDragon replied to LaytheDragon's topic in KSP1 Suggestions & Development Discussion
The large trees look more than fine (if needed, I have a perfect example picture for that). But those cacti are absolutely disgusting (they look like a heavily mutated cucumber from far away where detail is hard to see, except massive and undetailed at all distances) and unvaried. They should have graphics at least on par with the rocks that are found on the Mun. And actually, ALL of the terrain scatter (including rocks) found in the game is huge, as if it were made for a 1:1 scale solar system, but it normally actually looks nice. But I do believe there should be a larger variety of cacti sizes and more types of cacti (barrel cacti in addition to saguaros, ranging from very small to twice the size of a kerbal, would add variety). Also, the grass and scrub on Kerbin is undoubtledly massive, making it not a good sight (because it's ugly). Terrain scatter needs a pass-through in 1.1 (as a holiday present, a new cacti texture please?), 1.1.1, or 1.2, especially the cacti (which have aesthetical problems, in addition to no colliders). Yes, we do need barrel cacti *no sarcasm*, that damage landing legs and wheels when touched *a touch of sarcasm*, and that kill any kerbal who dares scrape them *a bucket of sarcasm*(Unless the barrel cacti are as huge as the current terrain scatter, and have dragon spike sized thorns. If they do, then *no sarcasm*).- 20 replies
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Recently, when Jebediah landed at Kerbin after a flyby of Minmus in my career save, I noticed that the cacti ground scatter look a bit absolutely terrible. They completely lack detail of any sort, and have no variety other than in size, not to mention the size variety isn't varied enough to see many realistically-proportioned cacti. More realistically-sized cacti combined with the monstrous ones, more detail on the cacti, and more cacti models (one or two more) would add tons of flavor to the barren desert. See a Kerbin cactus for yourself.
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Squadcast Summary for 2015/12/17 - The Turkey Takeover
LaytheDragon replied to Superfluous J's topic in KSP1 Discussion
Your your-welcome rep points are already in your possessions. The new orbit lines are very nice and finally add a missing element to the tracking station. Now, when is watching Squadcast frustrating? (assuming Twitch doesn't lag) -
Squadcast Summary for 2015/12/17 - The Turkey Takeover
LaytheDragon replied to Superfluous J's topic in KSP1 Discussion
They already have... These images were posted in the devnotes two Wednesdays ago. -
Squadcast Summary for 2015/12/17 - The Turkey Takeover
LaytheDragon replied to Superfluous J's topic in KSP1 Discussion
You should of included A dog in the Squad office barks! (why is there a dog?) in the summary. Otherwise, great summary as usual, very rich in detail. Wow. Two more staff members. Squad is definitely not getting smaller. -
Has the Mun Or Bust title screen been removed?
LaytheDragon replied to nosirrbro's topic in KSP1 Discussion
I have Kopernicus, and my Mun or Bust screen is working fine (with EVE clouds around Kerbin in the background too). It appears when I go back to the title screen after leaving a save. I didn't see it much in 1.0.4, though. Edit: Today I didn't see it. I do remember seeing it recently, though. Strange. -
Planets and moons illuminating each other? The Mun glows! Vall and Tylo glow with Jool's light when looking from Laythe's surface! That is what you just said you are trying to achieve. The community demands(Or, they will, in peaceful ways) a peek at a very WIPNotAnOfficialTM, ™ picture or two. At the phase of having just announced this, people want a picture to see if it's good or not, THEN they flood the thread with questions of the time of release.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
LaytheDragon replied to rbray89's topic in KSP1 Mod Releases
Do lights on Mk2 and Mk3 cabins still work with the visible IVA view? If so, thank you for another excellent feature. If not, still thank you for another great feature (the lights don't matter too much when you can see your kerbals inside). -
Deep Diver Challenge: 1.0.5 Edition!
LaytheDragon replied to Red Dwarf's topic in KSP1 Challenges & Mission ideas
I am working on a submarine that is bigger than that one and has a stock torpedo. It can carry very small submarines too which also each have a stock torpedo. I will submit my Mini Submarine too, once Red Dwarf declares he is no longer busy. The album is ready. -
Part Buoyancy Values?
LaytheDragon replied to LaytheDragon's topic in KSP1 Gameplay Questions and Tutorials
I say it would make a good mod, one to give a Center of Buoyancy and/also (a mod to add) a waterline indicator, rather than add the Center of Buoyancy marker to the stock game. But I cannot mod, and I don't know if this is moddable or not (you should know, though). Center of Buoyancy could also potentially be made into a science part instead. A waterline indicator would be very useful for making Laythe bases, to line up docking ports and such if the base is in the water, though land bases and bases partially on/in both are much more useful. (It'd be cool to have subs dock under a base, though a waterline indicator wouldn't be too useful for that. A water base could use the indicator to dock after shuttling ore from land to make the base useful) In the meantime, I will have to use the information provided in this thread to fix my submarine, and I will probably wait until the weekend to do that, as I am busy with my career mode game during this week.- 8 replies
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That's good, to have the Plock system unique. I wasn't sure how close to an analogue of Pluto and Charon you were going for (either way, the Plock system will be stellar by the looks of it). Are you using the new Kopernicus feature for the asteroids (which is what I presume) or are you bringing compatibility back for Custom Asteroids?
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How large will Plock's atmosphere be, or will it even have one? That stellar render (that makes me wish you were adding more than 1 moon of Pluto, just to see a great view of Plock and Karen from another surface) doesn't appear to reveal an atmosphere on the planet. Also, will Karen have a large canyon like Charon?
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Part Buoyancy Values?
LaytheDragon replied to LaytheDragon's topic in KSP1 Gameplay Questions and Tutorials
That would be perfect, as it would be much easier than calculating parts with a formula manually or doing manual testing. Would it be possible for someone to make that a mod? That probably isn't something that will ever be in the stock game unless we get underwater biomes based on depth (a shallows, twilight, and midnight maybe), or unless Squad already has made one and is going to add it. I am now going to attempt to fix my submarine based on the information given. Enjoy a like!- 8 replies
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Recently, I have jumped into my 1.0.5 testing sandbox to test submarine designs to use in that sandbox or in the later game in my career save. I created two submarine designs over the weekend; a very small submarine that just fits into an Mk2 cargo bay (with part clipping into the bay walls, but with nothing poking through the outside), and a very large and elaborate submarine. As I was testing the large one, the SunkenSapphire Submarine, a cool exploration device that can also transport small submarines, I found out that despite the fact that about half it's mass is ore, it won't sink, and yet, the small submarine, for some odd reason, still sinks slowly with full fuel when all of it's ore is ejected. This got me to pondering, what are the buoyancy values for fuel tanks? Is there a way to easily find out how many ore tanks are needed to sink a creation without actually going to the water? Here is an album so you can see the submarines:
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If you are like me, you may have wondered at some point what the LightYear Tire Company's flag looks like. Not as many people even know who they are due to the lack of a flag for them. People who prefer to put the flag of the company when it is requested to plant a flag for a company in a contract cannot do this for the LightYear Tire Company. For both of these reasons, I ask/suggest that we have a LightYear Tire Company flag by 1.2, or that someone unofficially makes a placeholder flag.
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This mod looks amazing! I would love to see a animated gif or a video of the hatch animation once it is finished. But would it be possible to make the Mk3 Science Cabin a new part, and leave the Crew Cabin in the game as the original part + hatches and such to let kerbals inside? With the different size, look, and such, I don't think the Science Cabin should replace the crew cabin, it should just be a new part. Other than that, there is only what has the potential to be one of the new most popular mods embedded in those pictures.