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MR L A

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Posts posted by MR L A

  1. I watch Scott Manley the most and he's my fav listed, but I rarely watch his KSP videos... tbf he rarely posts them anymore which is fair enough :) I watch him for space news really and deep dives into space history...

    But I have to say, by far my fav KSP video is this one.. genius at work right here! 

    Stratzenblitz75

     

    Oh, and Robbaz was a huge influence on making me buy this game... he just seemed to have so much fun with it!

  2. I spend most of my time in sandbox mode these days designing ant flight-testing new craft and missions. "BlackBox Testing" is my save file name... always use the same name after many years of restarts :)

     

    I am thinking of putting all my designing and testing to work in a new career mode... No reverts, no respawns, no quickloads etc. But like many of us, I'm not quite happy with how career mode functions, so I MIGHT try a setup where all tech are researched... funding gain from contracts is low, but *importantly* 100% research gained is converted to funds (as I don't need research, just funds).

    I think this solves the weirdness of a goo experiment on Gilly somehow unlocking new SRB or whatever... instead successful science missions are rewarded with more funding for further missions.

    Having thought about it a little more, a variation on this idea might be to start with the usual amount of tech unlocked but turn *off* using research to unlock parts (if that's possible) and have unlock with funds *on*.

    I think either option might require a little modification though... which I don't know how to do lol.

     

    Got a bit rant-y there...

    So, how do you guys like to play??

  3. 21 hours ago, Zeiss Ikon said:

    I think those store the tiny thumbnail image in the VAB/SPH "Open" dialog.  I've noticed that if I import just the .craft file, the .meta file appears after I've opened the file in one of the editors.  Likewise, if I create and save a new design, there's no .meta file initially (and no thumbnail image), but after I reopen the file in one of the editors and go back to the Open menu, the thumbnail appears, and now there's a .meta.

    If you open the .craft file in a text editor, you'll see it contains a bunch of heirarchical information about parts and their properties -- it might be a form of XML, but if not, it's some kind of database file that tells the game what parts to load, in what order, attached to what, and offset how far in what direction, and rotated how, and recolored which way.  Like DNA, it contains all the information a working game of the correct version (and mod set) needs to recreate the craft.

    Ahh thanks for that! Explains the meta file :) but I actually have *three* files for a few craft... one is .craft, one is the meta, and the third is .craft.ORIGINAL.

    is the .craft.original something to do with old files being converted after an update?

  4. Hi all, 

    Just a quick one today.. I haven't been able to find any results through usual searching (I'm sure I'm just not searching hard enough) but I'm looking for information on craft files... specifically what are the "meta" files that appear with my normal .craft files and what is a craft.original file? 

    Thanks!

  5. On 11/22/2019 at 1:44 AM, Pds314 said:

    Add: Consider that the density of Kerbin is roughly 10 times greater than that of Earth. That crater isn't like a crater on Earth in crust and mantle rock. At 2.6-3.2 kg/l. It's like a crater in tungsten or denser material.

    Only if you assume completely equal density between Kerbin’s Crust, Mantle, and core. 
     

    I’d say it’s more likely that Kerbin’s crust is probably the same as ours (and therefore impact craters look/function the same) and the core is even denser than we would assume in your comment :)

  6. On 8/11/2019 at 5:00 PM, Eriksonn said:

    Firstly, the main mod for this is the principia mod that I didnt make. My mod only adds some config files That principia uses. I am not fully done with my little mod either. I can still awnser your questions tho.

    a) It will (as any other orbit), keep orbiting when you are not looking. And can destabelize when you are not looking, so keep an eye out on sattelites in lower orbits-

    b) Yes, and it also depends on the "lumpyness" of the body you are orbiting. Minmus is quite lumpy and Gilly is even worse. The Mun and Ike are less lumpy, so they wont be as suceptible to this. I did some tests and it appears that a 30km orbit around mun is just barely stable enough to not collide, but a 50 km orbit is fine. Both of those options gets quite a high inclination after a while(maybe 5 degrees or thereabout). A 25 km orbit of Minmus seems fine aswell. Compared to the radius of each moon, the stable minmus orbit was further out due to the higher lumpyness of minmus.

    Super awesome work! I'd love to see Principia for the stock system... does it really not already exist?

  7. For me, it’s not any of the game’s bugs in whatever form they’re currently residing. It’s not the now-rare kraken strike. Nor is it the decreasing performance at high part counts (over 30 for me and my computato). 

    No, the very worst part for me and my 2000 hour love affair with KSP is the need I have to check the forums every few hours for a dev update. 

    Don’t get me wrongs, I am in absolutely no way criticising squad here for lack of communication... it’s just I’m a little obsessed and, honestly, I think the obsession could only be fended off if I actually worked on developing the game.

    So, what’s the “worst part” for you guys? 

    And I mean that in a way that is also kind of positive... like it being a huge time sink :)

  8. As it stands, CKAN (recommended installer) won't install Real Plume because, and I quote, "Error! RealPlume 2:v11.2.0 depends on RealPlumeConfigs, which is not compatible with the currently installed version of KSP" with the only option being to "Dismiss".

    Can somebody walk me through the process of getting around this or manual installation please? I know how to install a mod manually but it looks like there might be a fair few edits required?

  9. 7 hours ago, Wallygator said:

    I would tend to think that a truly immersive IVA experience might also include some VR options. 

    It’s beyond my ancient technical capabilities to even discuss architectural details of it, but from a user perspective it could (if well executed) be a very cool experience. 

    I agree, but probably a bit too intensive to slap on the already-cpu-intensive-KSP :(

  10. Damn, what pc are you using to have to consider this? Mines a really old FX based APU (not even discreet graphics) and I’ve not done this.

    I also use MJ to show vehicle info and it rarely disagrees with the stock read out... what circumstances are you finding it to be inaccurate?

    Also I realise what I’ve said doesn’t answer your question, but I’m curious!

  11. 1 hour ago, djr5899 said:

    Glad to hear it.

    What I'm saying is, your tirade against TakeTwo/Squad is unwarranted. Sure, it isn't easy, but just because you don't get it - despite the wealth of videos you say you've watched, and ample documentation on this very site - doesn't mean TakeTwo/Squad is "dropping the ball". They've NEVER really "held the ball" in this regard to be honest, I've learnt pretty much everything from other users and trial and error. Same applies to the new features, which IMO, proves they are consistent at least. 

  12. Yeah, I wonder if this feature will get another pass or update with future dlc? Honestly, I'd pay for ScanSat to me made stock and replace Kerbnet.. it has/had cool parts, better maps, cool scan-over-time thing... it really added purpose to missions just like the new surface-science-over-time parts in Breaking Ground. I'm getting off topic... but ScanSat is precisely what a lot of us in the community are asking for in regards to an orbital-science-over-time pack/parts/feature.

  13. 5 hours ago, djr5899 said:

    I spent 2-3 hours today trying to build a simple prop plane.....it didn't work.

    I spent 2-3 hours yesterday trying to build a simple helicopter....it didn't work.

    Last month, I spent 3-4 hours trying to make use of hinges and rotors for a "simple" X-Wing....it didn't work.

    I believe Breaking Ground will likely be my last KSP purchase for some time.  I was very excited by both the hinges/rotors update, as well as the props update, however, as a non-expert KSP player, I have found the documentation on how to use these new features extremely poor and lacking.  I've watched one or two videos on both props and hinges, and just find the whole control of them ugly and non-intuitive.  It would be nice to have a central system, a better KAL-1000, to control hinges/rotors, and something similar for rotor/prop flying.  Instead, I seem to be left with pinning several part windows, mapping a ton of controls to action groups, and just left totally clueless.

    Disappointed that there isn't a single piece of documentation for KSPedia for rotors/props, and very little on using KAL-1000 for hinges/motors/etc.  Tutorials on the forums, YouTube videos, in-game Training missions, showing you how to build the simplest craft with these features doesn't seem like too much to ask for.  Squad/TakeTwo are dropping the ball big time in this area.  Not every player has been to every planet, uses mods, builds 1000 part craft, etc.  :mad::mad:

    Completely disagree. I found myself a little confused when they first came out... then I realised how it all worked and found it completely intuitive. Sure, it isn’t easy, but then neither is shuttle building...

  14. can we see your craft please? I'm at 2000 hours and I've never found myself in this situation - not saying its your fault or anything btw - I'm just very curious to see what, exactly, you're doing :) I realise 2000 hours is a lot, but when you look at what is possible in this game and how innovative and nuanced it can actually be... it isn't much time at all :D and this is an example of exactly that - experienced player coming across something totally new :D I love that about this game... rant over

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