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Everything posted by Waxing_Kibbous
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[1.3] Rusty Star Rockets v1.8 [20.7.2017]
Waxing_Kibbous replied to GagaX's topic in KSP1 Mod Releases
Must..resist...adding moar parts.... These look fantastic- is there enough here to attempt career mode using only parts from this mod? -
[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
Waxing_Kibbous replied to EnzoMeertens's topic in KSP1 Mod Releases
Wow this is a very Kerbal Mod, awesome stuff!- 735 replies
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+1 to the person using ForScience to do the dirty work in this task- ever since I stopped using FS I don't do the KSC grind unless I need a few sci-points here and there.
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My only rule is probe cores only go on satellites/probes, which isn't too demanding. I haven't gone interplanetary yet but providing proper habitation is something that I want to implement as well. It seems like habitation is a popular theme, here is my take on it: http://forum.kerbalspaceprogram.com/index.php?/topic/128621-idea-habitation-modules-as-life-support/
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Thanks for the good tips everybody- I slapped something together and did a bit of flying around, as well as looked into the stock craft which helped. Now I may have to spend 90 precious science on the next level One more question- can certain parts transfer fuel to other parts? Eg can fuel travel through wings or other structures?
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Like most Rocket People (I assume), my tech tree is all grey right up the middle- but after some testing rocket powered local travel is a bit like using a sledgehammer to hammer in brads, so I broke down and unlocked the first level of plane tech. And now I have parts that make no sense and don't seem to fit together in an intuitive manner. I'm just looking to build a plane to hunt nearby anomalies, nothing special. The Juno engine needs an intake, but the intake needs to go somewhere... I have quite a bit of other tech unlocked, most 300pt stuff. *as a side note I put together a passable plane in 1.04 but the parts seemed a bit more idiot proof at the early stages.
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Install or change parts in space
Waxing_Kibbous replied to Aegis_Lord's topic in KSP1 Suggestions & Development Discussion
Until it happens on stock there is KAS, KIS, and docking ports- I put a couple extra Jr.s on my stations as expansion slots. -
Using RCS only for translation
Waxing_Kibbous replied to Joshua A.C. Newman's topic in KSP1 Gameplay Questions and Tutorials
* I just want to second that I'd like rotation to be non-RCS, or at least as a toggle-able option- it seems like when RCS is helping with rotating my approach speed/angle get buggered as well. -
Random failures
Waxing_Kibbous replied to GoSlash27's topic in KSP1 Suggestions & Development Discussion
Just to add to my previous thought of varying levels of difficulty: If this were a simple works/doesn't work case it would be no fun- IMO randomness can be good as long as it isn't to the extreme. The randomness can vary- 100% failure is rare, but depending on the part, it could still work at 10, 40, 60% capacity. Not only that, engineers can increase this by attempting to fix the part, again using randomness to determine how successful they are- their experience/level affects this as well. If you want random why not go all the way -
On a whim I installed this mod and sort of forgot I did- later when I was docking with my Kerbin space station I thought "Man this game looks good," then remembered it was because of this mod! So I spent a few minutes on EVA just admiring how good everything looked, then when I went to Minmus I was blown away again. I play using pretty low gfx settings btw, but d$#@ does a little GI* go a long way, great job on this- I rarely say a mod should be stock, but this adds a massive improvement for what seems like little cost cpu wise. * sort of like comparing a scanline renderer to a pathtracer
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Why Are You (Still) Playing Kerbal Space Program
Waxing_Kibbous replied to NeoMorph's topic in KSP1 Discussion
I like the challenge, but moreso it gets to a point where you start getting good at things, then really good at things, then you start really pushing designs and missions and that's where the real fun starts... It's also a very immersive game, I am getting a bit anxious about my first kerballed Duna mission that launches in only 60 kerbal days haha. -
What is the deal with these contracts
Waxing_Kibbous replied to Conbadicus's topic in KSP1 Discussion
Slashy, since you do the caveman thing quite a bit- does upgrading mission control have any bearing on the types of contracts one gets? I generally upgrade it pretty early on for Man. nodes and more contracts, but I am curious if this is a factor. I don't think it's an issue at all- it allows one to do some advanced things without waiting around for the contract to pop up. I'm a big fan of the world first system, plus it really does throw a lot of money and science at you- you not only get eg Mun flyby, but also orbit, land, return from Mun, etc. There are actually a lot of goals in the world first system- I haven't done the grindy drive around KSP for science since 1.05 came out, don't really need to anymore (unless I need a handful of science to unlock a tier, I use it as an as needed occasional supplement, not it's own separate mission). -
The big issue from what I've read in the past few months in my KSP career is that physics in Unity4 is single threaded, and more parts = more calculations. The 1.1 version using Unity5 which has multithreaded physics theoretically should help this issue out. There are threads here where people using nicer rigs with Windows are getting low framerates with only 100 parts, I'd say you are doing pretty good. The 2 solutions: get an insanely fast processor, or wait until 1.1 comes out and hope that this issue gets remedied. Actually there is a third: use less parts
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Random failures
Waxing_Kibbous replied to GoSlash27's topic in KSP1 Suggestions & Development Discussion
IMO you'd need levels of failure, easy would be something like solar panels, lights, batteries, antennae, science- things that are not critical, and most likely have multiple instances onboard anyway. Medium could have the above + reaction wheels, decouplers, things that one could still probably deal with if they had to. The advanced would have more serious things like engine failure. Just an idea, but I still wouldn't play it- sounds like rage quit fodder The key would be balancing the system in a fun way, randomness sliders would probably be the best way. -
Could be that KER isn't working quite right in 1.05, notice the readout shows S5, S6, and S8 yet you have a ton of rockets on S7.
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What is the deal with these contracts
Waxing_Kibbous replied to Conbadicus's topic in KSP1 Discussion
Anywho, I hope the OP is getting it figured out. (Another way out of the early grind is to either start a career with some extra dough or make the rewards give a bit more $$$, even 110% is a comfortable money cushion). -
My guess: KSP is getting a ton of positive press lately, and Squad is busting %$# to get a KSP version out that runs well on the most popular desktop OS out there to ride on that momentum. There will be a stable 64-bit Win version available in the very near future, if only because it is the biggest elephant in the room right now. Also, with 1.1 you are dealing with a next gen of the game engine so you can't really compare it with past releases.