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Everything posted by LaytheDragon
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Speaking of eclipses, I saw one while taking beauty shots in a test save (with this spare lander already on the Mun) to make sure the visual mods I have installed were working in 1.1.2. I also discovered that kerbals no longer like to slide forever on flat Munar regolith after hitting it at 10 m/s. Here's the full-sized album on Imgur, To see it slightly larger, press f11 (or fn+f11 if f11 doesn't work) while on the album on Imgur. The album doesn't want to embed correctly with all of the images after I added more images to the album.
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I think Jeb just has a dangerously-high fever. He'll be fine, but that Mk1 Inline Cockpit may need quarantining until the contagious fever-causer can be obliterated.
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[1.8.x] DMagic's Modlets - Most KSP 1.8 Updates [10-29-2019]
LaytheDragon replied to DMagic's topic in KSP1 Mod Releases
I ran out of likes for the day, so I cannot like the EVA Struts micro-mod. Incredibly useful for keeping a large, cobbled-together mass of inflatable heatshields rigid when docked to a massive station, in sandbox. I already have four small EVA strut modules getting a boost up along with the next refueler to this station, with claws, to dock and stop the problem of claws pivoting due to the overloading strength of (other) gigantic modules (not including the heatshield, which was launched with the struts), when the pivot is locked -
I call a tug an Interplanetary.Transfer's.Ship (IT'S) or an Interplanetary.Tug (IT).
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Make a wish... and have it horribly corrupted!
LaytheDragon replied to vexx32's topic in Forum Games!
Granted, you are greeted by an Apple Watch box in your office, located in New York City, but hear a voice calling, "Open up!" When you tear apart the packaging, you find that you have an obnoxious talking Apple Watch, with eyes, a nose protruding from the screen (covering the Celsius and Fahrenheit temperature displays' positions on the screen when viewing the pre-installed app that provides the data values), and a mouth, with real cells and a need to blurt out odd noises and thoughts. As the cherry on top of it all, you find that above the city streets outside lurk two shadows, which are from the incredibly massive, heavily offset, magical floating eyebrows of the Apple Watch that can tell you data. The huge chunk of the World Trade Center 1 building missing due to the appearance of the eyebrows partially in the same location won't matter, nor will the rebuilding efforts after the eyebrows move and the building collapses, now will it? I wish for every oceanic and aerial organism on the planet of Earth to become sufficiently-magnetic for attraction and repulsion purposes. -
That would be nice. You forgot to mention that debris (also known as vessels classified as debris that may or may not actually be debris) would not activate the timewarp prevention, so ejected stages could still be separated without issues. In addition, the timewarp buttons at the top could still work, sort of like a "manual override", and the entire feature, for disabling timewarp when in physics range of other vessels in orbit, could be toggled in the settings (if it were implemented, I'd hope the in-flight and title screen settings pages would both show this setting, and that it would be mentioned in KSPedia).
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My most recent acronym for the name of a vessel/module in KSP is the Overly.Massive.Braking. Jool Fueled Heatshield, or O.M.B. Jool Fueled Heatshield. The acronym within the name is to reference OMB Demolition Enterprises, the in-game manufacturer for the inflatable heatshield. See for yourself the proportions of such a shield docked (at a bad angle, though that's fixed by now) to a certain proportionally massive DysonCube Station! Don't worry, the EVA Struts mod will allow me to build struts off the EVA strut bases hidden on the heatshield, to strengthen the connection so the contraption doesn't fly off as if a frisbee. And sure, attaching a lag-bait (not in in itself (an exception is the seconds per frame slideshow resulting in inflating the heatshield)) 1,000 part shield to a 1,500 part station, with visual mods in the background, will only leave KSP running at 3-5 frames per second, which of course won't be a problem during an actual aerobrake.
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This... I haven't tried 1.1.1 yet, but with all of the issues people are saying exist, this shoots joy through me, especially considering Steam just finished downloading 1.1.1 during the typing of this post. Edit: For those who don't have the energy or time to check @genbrien's link, should be known that 1.1.2. is planned to be released within 12 hours of 4:33 PM, Eastern Standard Time (Here be a time zone converter, just in case you need it).
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I did notice the existence of this bug previously, but never noticed it was fixed. I don't recall seeing it in a change-log, so Squad may have unknowingly fixed this when upgrading the UI to Unity 5, having been unaware of the issue in the first place.
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I completely agree with this, though I find that once Mun and the topic of this thread are breached and bring yields, one is almost completely done with the biggest "grind" (getting to Duna and Ike was fun and not grindy at all in the save I mentioned, after landing on the Mun and Minmus).
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[1.8-1.12] TextureReplacer 4.5.3 (8.2.2022)
LaytheDragon replied to shaw's topic in KSP1 Mod Releases
Can you unhire the copies? If that fails, can you launch them all in a rocket, open the cargo bay, and dispose of them on a suborbital trajectory? It'd save you time if you could just unhire them, and it'd provide quite the entertainment to eject twenty or so of them from an SSTO cargo bay. -
Try 20% science. In my .90 career save, I brought a spaceplane to Laythe while still only having basic jet engines, stranded some kerbals there, and used the science to unlock the turbojet. By then, I had already got science from Minmus (though only a few biomes), two biomes on Ike, and a biome on Duna, in addition to a few of the Mun's biomes, Jool orbit transmitted science, and low solar orbit transmitted science. I like Minmus, it is quite fun to jetpack there with the EVA pack, and with larger jetpacks. I need to (and will, very soon) try out Vall, though, as that moon looks like Minmus, except larger and around a beautiful gas giant.
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Tried the LT-1 confg, fixes the clipping into the terrain when LT-1s are extended, but upon retracting, the landing strut bottoms appear to still temporarily lose their colliders and sink into the terrain, and then fly out of the terrain when the colliders come into existence on the retracting bottoms of the struts. Tested on both launchpad and runway, on launchpad, the pad's design makes the flying severe enough to blow up the test vehicle's landing struts. I didn't test the LT-2 config, but the LT-1 enhanced config fixes the problems with them in the extended state.
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In 1.1, debris automatically recover if at KSC (I don't know when, so I would assume after going to the space center scene). This may not help, but it may, depending on when you eject the boosters (though if they survive, you should be able to manually recover them). I see debris from my launchers hit the ground in the background all the time, so I wouldn't worry too much about the physics range once the parachute problem is fixed (not that the OP ever mentions physics range problems, anyways). You may want to use thrust limiters on your boosters so they boost you, but not past parachute-destroying speed. Also, one can try using multiple drogues instead of regular chutes.
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I have done some more spring cleaning at the DysonCube station, needed for the next module due to a change of plans. I made yet another jetpack for the job, and was pleased with the aesthetics, though slapping the missiles on without paying attention to the decoupler staying on them made it take awhile to do its job. Then, I put the jetpack away. Next, I actually docked the new solar panel module. The old design that used the ports I just demolished is in the spoiler. Ah. Beautiful. (It is actually more of an RTG/more luxurious cabins than the main crew module/ISRU converter module than a solar module) But there's more! Today I decided to see if this windows 8 laptop could handle EVE+Scatterer, and checked the 1756 parts that make up the space station and all things docked to it, while using these visual mods (and PlanetShine. I wasn't thinking of Distant Object Enhancement when testing earlier, but I will download that later) This gets 4-5 seconds real time per 1 second in-game on the DysonCube station, with the 1756 parts all in view, and the mentioned graphical mods. On the surface, the lag was noticeable from scatterer, but turning off the ocean shader made it manageable enough that the game runs around 650 parts (the amount I tested) with smooth fps at seemingly-real-time.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
LaytheDragon replied to rbray89's topic in KSP1 Mod Releases
I like that new level of clouds I see. Looks nice. -
Ignoring the wheels, 1.1 is amazing in what its performance allows.
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The Mk2 Inline cockpit does have a very new IVA, and model, but the double clicking movement isn't new.
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Ah! Despite having played much of the pre-release (on sandbox), it is great to know that 1.1 is finally here to all!
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In the later half of today, I launched the crew module to the Dyson Cube Station and docked it right onto the back. Looks quite like a lighter, and comes with a nice fire red glow on its side. The module is built with the same style, in a way that appeals to the eye and looks like it could be built into the main section of the station (though it most-likely would raise a question at least). Where's the RCS to dock it in the first place, you ask? Inside the module. What about the crew cabins that make it a crew module? Directly within that rectangular prism you see there. How many kerbonauts can it fit? 96 in the module, plus Jebediah's cupola in the main station body. How does a kerbal get within? You'll see. After docking, I decided to transfer the jetpack crews into the new living space. Those A.I.R.B.R.A.K.E.S. weren't there for no reason. It's a crew hatch! The lighter has opened. Though the view isn't great, this picture captures most of what it looks like inside. There are also two Mk3 monoprop tanks and two Mk3 Small LF + Ox Fuselages inside, in addition to the six Mk3 Passenger Cabins (not all are visible in screenshot). If only the windows stuck out on the outside... Spoiler is to not distract from beautiful KSP 1.1 with text.
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Today (thus far), I built and launched another weaponized jetpack in stock 1.1, this time RCS powered rather than Ant powered, bent on killing a large reaction wheel accidentally placed on the side of my massive DysonCube Station. This time, though, I brought a jetpack with more solar panels, two kerbals, and two more powerful missiles. Finally, the target was destroyed. That SAS reaction wheel never was meant to be there, and a small volley of unguided missiles (if it weren't a rocket game, I'd say "unguided rockets") took it out for good. After a successful mission, I decided to dock the jetpack to the space station. As you can see, there are now two jetpacks docked to the Dyson Cube. The next thing I am going to do is dock a rear crew/solar panel module, which I have already prepared in the VAB (the solar arrays will have to be docked separately due to fairing size problems, but there are docking ports ready on the module just for that). The module comes with the same panel-encased style as the main station body.
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1.1 is out!!! what are you building?
LaytheDragon replied to soulreaver1981's topic in KSP1 The Spacecraft Exchange
I am proud to report that, partially thanks to @panzer1b 's advice, the I Beam Pocket unguided missiles worked! The wretched SAS module on the side of my station is no more! Despite my pilots having dozed off, I used the probe core's control to shoot a volley of two of these missiles at the SAS module. One of them didn't do its namesake and miss, meaning that my goal of obliterating the large reaction wheel is accomplished, and I can now go forward and dock a crew/out-in-the-open solar panels module to the station. -
1.1 is out!!! what are you building?
LaytheDragon replied to soulreaver1981's topic in KSP1 The Spacecraft Exchange
Yes, I saw you said I Beam, it is just that I had a weaker "weapon" equipped before I saw your post. I have another jetpack right at the moment at the same spot, but with two Pocket I Beams (I saw your response post after I made this new jetpack and launched it, and I didn't know if the snug Pocket Edition of the I Beam would work) with separatrons instead, but I wanted to see your missile design so I could hopefully make a future missile more effective.