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Posts posted by MR L A
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35 minutes ago, Wilhelm Kerman said:
I love how the moderators express no emotion in their posts
Its because he's a cybernetic organism, living tissue over a metal endoskeleton, sent back in time to save Sarah/John Connor... and also ensure adherence to forum rules.
Go with him if you want to live! -
2 hours ago, Wilhelm Kerman said:
Have you seen para sci-fi visuals? It adds in 2D clouds with low res atmospheric glare. My ultimate goal (though not offical yet) is to have a low resolution visual pack for Kerbal Star Systems.
Well I'm in favour of this. I'm running a pretty lousy system so low res should translate to okay performance for me!
Keep me posted! -
12 hours ago, Capt. Hunt said:
Environmental Visual Enhancements is the mod you're looking for
Think you misread the post there bud lol
Also, I've no idea, sorry! I've only ever done extremely basic re-texturing of 3D objects from Skyrim, literally no idea where to start with 2D... which seems counter-intuitive really. -
Huh
I didn't realise this was a bug. I just thought I'd suddenly got absolutely awful at landings despite nearly 2000 hours of playtime.
Makes much more sense tbh. -
I recommend verifying the integrity of game files if you're playing through steam
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21 hours ago, LameLefty said:
Check in your Plugins folder (GameData/MechJeb2/Plugins) and make sure brain-dead Windows Defender didn't delete your MechJeb2.dll file. That stupid false-positive Trojan warning is still showing up, despite literally 60+ other anti-malware programs deeming it clean. It's also still flagging ModuleManager. Grrr ....
Yeah its there =/
I was really hoping this would be the fix seeing as WD is having troubles even updating KSP at the moment. -
I seem to be having an installation issue... did the usual thing through CKAN but it isn't showing up at all in game. Including a brand new save game just to see if it was having issues with existing saves.
Anyone else experienced this or have a fix? -
1 hour ago, tater said:
FWIW, Roverdude said that drogues alone safely land the Mk1-3. Which bothers me, lol.
Can confirm this. 4 works, not tried any other numbers... it is a little fast though.
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7 hours ago, DerekL1963 said:
Where did you put your chutes on the old 1-3? Put 'em in the same place on the new 1-3.I can't other wise I would. They'd be covering windows or the hatch on the new version.
8 hours ago, Tyko said:Ven's stock revamp has a great docking port with integrated parachutes
I know it does but is the mod even up to date? Plus there's a lot of parts I don't need/want and I'd like to be able to resolve this in stock =/ It is a great mod though
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19 hours ago, fourfa said:
I updated my favorite SSTO design with MH parts. New hotness:
Wolfhound engines for pushing to apo and circularizing meant I could get rid of 30 tons of fuel and tanks (16% of total launch mass! for the same cargo!) and 11 parts, the Soyuz style tanks are very low drag, and look pretty sharp to boot. I never even have to switch to closed-cycle on the rapiers.
https://kerbalx.com/fourfa/ORCA-v3
Very nice improvement! Hope you remembered to take the solid fuel out of those... whatever they're called tanks
19 hours ago, Haruspex said:...That didn't end well. The landing speed was still way over 100 m/s, so the experimental Duna Express now rests in pieces.
Must add more boosters...
You could land that at that speed.... takes a steady hand though.
I had a MK3 shuttle design that I basically HAD to land at that speed on Kerbin because it was horrible and and slower it would just stall.
Get KER so you can see your vertical speed! ...Horizontal speed really isn't that important unless you reach the magic speed where you fall through the floor (its over 1000m/s so dw about it)8 hours ago, AngryKitty said:your aerobrakes appear to be upside-down? By their traditional use anyway...
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5 hours ago, Tyko said:
inline Chutes for Gemini and Mark 1-3 pods would be really helpful.
they sure would.
I really like the new 1-3 just because of the cardinally placed door and built-in RCS... but then I was like... well where the heck do I put the chutes without ruining it? Especially if its got a docking port on the top (and yes, I know you can clip an ejectable port over a parachute but its such an ugly solution).
Kinda wish it had built in chutes or they'd make docking ports with built in chutes. -
When has squad ever given us complete kits of anything?
I never expected we'd get all the parts required and IMO I don't think we should. It would be like buying a lego kit but instead of building it yourself somebody at the factory already did it for you... and its only one gigantic part.
Seriously, where is the fun in building something than is meant to go in a certain position and nowhere else? Half the fun of KSP is trying to realise your ideas with a limited part set. Honestly, the day squad give us exactly what we need parts-wise will truly be the day KSP dies. -
Nah, imo it is long enough for any adequately designed craft to take off on, and long enough for shuttles returning from orbit to land on and stop.
I wouldn't mind a North/South facing runway though, maybe one that intersects with the current one -
My lord I wish the service part would fit nicely =/
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5 hours ago, Gargamel said:
I don't know if you can default to RA on, but with KJR, you don't have to click every part and toggle the RA setting. It just helps with less monkey work in the VAB.
I think there's a way to do it if you change a game file somewhere... it will be one of those "=false" to "=true" jobs I'd imagine.
But yeah, you're right, it is a tremendous pain in the rear going through and changing all the parts... -
2 hours ago, Frozen_Heart said:
We were going to get just that until the stock parts revamp was cancelled...
Honestly, I'd sooner have paid $15 for them to resurrect and release the revamp than Making History. So far I've not really been interested in the Mission Builder.. the new 1 and a bit meter parts are kinda nice, but don't quite match the old textures (the blacks and whites are a different shade to the black and whites on the 1.25m parts - annoying) PLUS I can't quite get them to work properly in career mode... I keep finding cheaper/more efficient/equally capable designs for launch vehicles either side of the 1.8m parts (so a cheaper 1.25 design or a more capable 2.5 design) and I'm having trouble with the new engines for exactly the same reason. I honestly can't find much of a use for the K7 (whatever its called) engine, especially if you need the vernier control engines... 4+the main engine = 5500~ funds but isn't any better than the titan replica engine which is less than half the price and has a better vac isp.
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2 hours ago, severedsolo said:
Kerbal Construction Time, its up to date but you have to use the dev version (would link but I'm on my phone).
You could probably adjust the build rates so your ship would build in seconds, but that's a discussion for another thread.
Back on topic: Why on earth do the devs like putting mountains around launch sites?
Thanks! I'll have a proper look at this when I'm home
I guess, with regards to the mountains around launch sites, it makes it look a little nicer? Endless plain green fields would look a bit dull... though having said that I do like the idea of a desert site even though that would be endless plain yellow sands -
@severedsolo I've actually been using KAC to set up a launch schedule... requires some role-play as there's nothing to force you to stick to it though.
Is this KCT mod up to date? What's its full name??Just had a quick google... apparently not updated since 1.2.2? Also I only really want pad refurb time not rocket construction time =/
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How much dV does that thing have?
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Is KJR still needed after rigid attachment was added to the game?
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On 3/18/2018 at 1:03 AM, Kaa253 said:
I now launch most of my stuff from Woomerang.
Why?
I've only ever launched into polar orbits from there... might be cool to have a station on an inclined orbit though.
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When your probe reaches Duna, are you the far side of it? i.e. Duna is between you and Kerbin resulting in no comms? You could also turn probe control off in the difficulty settings. This would mean you still require a connection for any fine control but allows you to pretend that the probe is programmed (like they are in real life) - you only have the option of 100% or 0% throttle and direction choice by SAS buttons only though
Other factors might be silly things like running out of battery, no solar panels/RTGs etc
Which dish are you using exactly? You'd probably be better off using an antenna rather than a relay dish too -
1 hour ago, Gargamel said:
The people that do something very well in real life, find that game approximations of that activity are horrible. I hated wii bowling, it just didn't feel right. A lot of musicians hate Guitar Hero. You are a jumpmaster. So what is instinct to you, just doesn't fly in KSP (pun intended).
I feel like the musicians hating guitar hero one is a little more than just because of it being a "game approximation" - it was just a funny shaped controller lol, nothing even vaguely like an instrument... at least wii bowling was a sort of simulation (just a bad one) and ksp parachutes are just iffy simulations of real ones. Guitar hero, whilst admittedly fun, could hardly be called an instrument simulator... even a REALLY bad one. It was just a quick time event sequence with 3rd party controllers.
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IIRC it unlocks really late in career mode too. Like stat-wise its somewhere between the mainsail and the skipper... so shouldn't it unlock before them rather than after?
Reverse-engineer a Hockey-Stick Burn and Live To Laugh About The Exploit
in KSP1 Discussion
Posted
Has this thread been renamed or am I imagining things?