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KSP2 Release Notes
Everything posted by Waxing_Kibbous
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So, the two options being a) Steam users get to test beta software for a couple of weeks, guaranteeing some new bugs will be found, and b) no public testing is available at all, which would you choose? I'm thankful that people will be testing even if I can't, and I know in no time I'll have 1.1 on my machine. This really feels like a social experiment, I hope someone is taking notes. It's a video game guys, relax.
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I assume you went here already? http://spaceweather.com/ Maybe this will help http://fireballs.ndc.nasa.gov/
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I'd love to test this, but didn't buy through Steam, so oh well. The reasoning behind the decision is perfectly solid and the fact they are putting it out there for testing pre-release is a fantastic move IMO.
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No quicksave, permadeath, career game?
Waxing_Kibbous replied to ToukieToucan's topic in KSP1 Discussion
I tried this method recently, and everyone mentioned the Kraken yet I didn't believe them because I generally have a very stable experience in KSP. YET, when playing like this (no F9 + permadeath) I had some issues- a "warp to node" slammed me into Minmus for instance, something that hasn't occurred before or since. I play with F9 now, but try to exercise as much restraint as possible. It'd be nice if a major incident like a Kerbal death triggered an option to go back to previous persistent save, or say a set number of persistent saves (even just 2) would cycle so players could get some kind of emergency revert. -
We're not paying enough
Waxing_Kibbous replied to Vermil's topic in KSP1 Suggestions & Development Discussion
It's because time gets delivered from the atomic clock via the internet, and everyone knows you guys have crappy internets down there -
We're not paying enough
Waxing_Kibbous replied to Vermil's topic in KSP1 Suggestions & Development Discussion
If you have some extra dough you want to put into KSP why not support your favorite modders? Quite a few have donation links. -
I use the Nertea mod mentioned above as well as The K2 works in 1.05, the only issue is that if by itself will sink when landed in water because of the new buoyancy code (probably a quick cfg hack can remedy this tho). If you need to conserve resources you can also just keep the parts you want from a mod pack and ditch the rest as long as you are careful to keep the required texture, model, and cfg. Module manager is pretty smart about grabbing stuff.
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Try just deleting KAS- the only crashes I've had were due to mucking around with it. It's a cool mod and I'd love to use it but apparently I was using it wrong? It seems to be popular but I had bad luck with it KIS though has worked fine for me. Edit- I'm an idiot- I think I may have KIS and KAS confused. The one where you can store things in pods is the one I had issues with, the one with winches worked for me.
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Honestly, the mod ecosystem is way to scattered to use anything but a generic internet search engine- I use duckduckgo, click on the link that leads to these forums to check the health/activity/compatibility of a mod, then go to where the modder sends me for the d/l. You'd be surprised how entering "ksp" + anything else will get you to where you need to go pretty easily.
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FPS and Physics Timesteps
Waxing_Kibbous replied to Claw's topic in KSP1 Suggestions & Development Discussion
I have an older machine, and I've at times hacked the settings file to set max fps to 30- is this pointless, or will it help with performance a bit? -
There's a bit of idealism happening here, people have their own ideas of what Squad *should* be doing based on their own personal preferences. The way I see it, Squad is a small team, and the more focus they put into KSP the game and the less everywhere else the better.
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[1.8.x+] Strategia [v1.8.0] [2019-10-22]
Waxing_Kibbous replied to nightingale's topic in KSP1 Mod Releases
I'm giving this a go, so far it seems pretty cool. I'm not sure if it's a bug (or feature ) in this or one of the dependencies, but so far all of my rescue missions in career have been Kerbals stranded in orbit. As is, naked Kerbals, no craft- just lonely Kerbals orbiting Kerbin. Which is actually great because less debris, but I doubt this is intended behavior. In Contract Config. I have Grand Tour, Survey, Tourist, and Part contracts unchecked (I didn't know the toggles existed until today they are really awesome). I did the Manned Mun Admin contract, but right now Jeb is stuck in orbit around the Mun because of *ahem* dV issues. I do have other new mods in this install, trajectories and the Navball Docking Alignment one- all other mods have been used in previous installs with no issues, of course it could be a conflict. Edit: I forgot I had a MM file with this, @PART[*]:HAS[@INTERNAL[*]]:FINAL { !INTERNAL,* {} } Sorry, this is a lousy bug report, I'll have to do more research. Anyhow, love the mods! -
This has been happening pretty consistently- I do my burn from Kerbin to make the initial Minmus intercept, then I make an adjustment maneuver a few hours out. When I adjust both anti/normal and retro/prograde the blue target ends up centered on the normal, and the burn consequently only adjusts the normal, leaving me to do a separate retro/prograde burn after. Minmus seems flaky in general, one time I had a PE of about 25,000m, set up the node to orbit, warped to the node, and crashed into Minmus. Another time my intercept line just went away, leaving me to point directly at Minmus visually and burn to get it back.
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It's great that the KS assets were all released for someone to pick up, this community is so active and talented it's no surprise that it's practically up and running already. Honestly, Curse, KS, and Git are all good in my book- it's the weird oddball hosts, even Dropbox, I tend to avoid unless it looks like a really good mod and it's done by a reputable member. Squad is a company making a commercial game, and to use a commercial service like Curse makes a lot of sense. I think it was a good decision to use a provider that specializes in this particular type of website and offers 24/7 support. I don't get why people hate Curse, you go there, click the DL button, get your zip, and get back to playing.
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"Stock alike" style guide?
Waxing_Kibbous replied to Buster Charlie's topic in KSP1 Suggestions & Development Discussion
@Nertea's and @Necrobone's parts fit well also. I would say that in general most part packs fit in pretty well. What is stock alike though? For the most part pretty utilitarian, but more importantly a specific color palette. I think having a color palette for Gimp and PS available would help a ton. I would also like to see some asset packs, hatch doors, ladder rungs, windows, IVA stuff- things that are commonly used and would keep consistency across 3rd party parts. How do you make the usernames highlighted? -
The terrier engine will solve these problems, at least for the first part of your game. Having a terrier at the last stage will open up the Kerbin system to your craft quite nicely, its a very efficient vacuum engine.
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NASA 'Visions of the Futre' Posters- have a look!
Waxing_Kibbous replied to Zoidos's topic in The Lounge
http://www.jpl.nasa.gov/visions-of-the-future/ Free to print out and hang in your, I mean, your kid's room... -
You should post a pic of your rocket so we can help out a bit better- also what tech do you have unlocked?
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Twitchy SAS Direction Hold
Waxing_Kibbous replied to Sir_Robert's topic in KSP1 Gameplay Questions and Tutorials
From my experience for Mun/Minmus retrograde hold works fine, Kerbin reentry on the other hand can really suck batteries dry, so I try to make sure I have full power before going in. Also, generally I don't start the hold until around 52,000m, or when things start glowing, whichever comes first. Time acceleration (I assume physical time acceleration, doesn't happen in space) when holding can REALLY drain batteries fast, so be careful- it doesn't when in the default SAS mode however (the upper left icon in the array is active). -
Building a surface outpost.
Waxing_Kibbous replied to Dizzle's topic in KSP1 Gameplay Questions and Tutorials
Check out this guy's videos, good stuff: -
I'm about to set up my first ISRU operation and have some questions: 1)I have contracts that state I have to mine X amount of ore from Y body- do these get completed even if I am converting them to fuel, or do I need X amount of stored ore? 2)Speaking of storing ore, can I use any old empty fuel tank or do I have to use the black containers? 3)It appears that fuel can travel through the mining equipment, eg if I have a LFO tank on top, the mining gear in the middle, and an engine on the bottom the engine will get fuel from the top tank. Is this a valid setup? 4)Fuel cells- do they shut off automatically if solar panels are providing enough EC, or do they run constantly? Thanks!