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Everything posted by Jimbodiah
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I just measures fps rates with the same minimalist test ship (so not to bog down the game on it's own), with/without kerbals. No kerbals I get 60fps, with 3-6 kerbals it drops to 35-40fps. So if you have a big ship that means I go down to 15fps sometimes just by adding kerbals. I will not be doing any more tourist contracts as they are a pain to play. Along with the many Kraken issues when docking with stations, I too am enclined to stop playing for now until KSP can fix some of these issues.
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[WIP] Nert's Dev Thread - Current: various updates
Jimbodiah replied to Nertea's topic in KSP1 Mod Development
Yes, but it could have been possible you were testing something and needed Engineer for this X5. Hence the question just to verify if it was done on purpose for testing or just got in there by accident. -
Staaahp, or I may have to buy it... Used to play the old version on my Apple IIc, think I still have the box somewhere.
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[WIP] Nert's Dev Thread - Current: various updates
Jimbodiah replied to Nertea's topic in KSP1 Mod Development
Is there a reason why Engineer is now redistributed with CryoStuff? -
Tylo!!!!
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probe direction indicator
Jimbodiah replied to Knaapie's topic in KSP1 Suggestions & Development Discussion
I've never seen that with round cores, only the mechjeb thingy. I'll try it out, maybe I have just been really lucky while flipping stuff over so far. -
probe direction indicator
Jimbodiah replied to Knaapie's topic in KSP1 Suggestions & Development Discussion
True. -
LH is a lot lighter, so despite having huge tanks (current setup), the craft is still lighter in total (less oxidizer needed), giving more TWR and more dV. You're going toward RO sized ships with 15:1.
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Is it "moral" to leave kerbals on a planet?
Jimbodiah replied to ToukieToucan's topic in KSP1 Discussion
Kerbals aren't the brightest bunch. I think they would be smiling even though they are headed straight into the sun. "Look, ooooh, shiny!". -
Is it "moral" to leave kerbals on a planet?
Jimbodiah replied to ToukieToucan's topic in KSP1 Discussion
Kethane has a part that turns Kerbals into Kethane... Just sayin'. -
Is it "moral" to leave kerbals on a planet?
Jimbodiah replied to ToukieToucan's topic in KSP1 Discussion
GHeghe Wilsooonnn!!! -
Is it "moral" to leave kerbals on a planet?
Jimbodiah replied to ToukieToucan's topic in KSP1 Discussion
Why install RemoteTech and TAC then in the first place? The whole point of TAC is to plan ahead and resupply if needed. If you will just let them die, then what is the point of having the mod? Btw: outposts need to accomodate x-number of kerbals, you don't need to have them actually on there unless the contract states "have three pilots" etc. Most of my "outposts" are just my lander that holds 6 kerbals, has an antenna and a docking port, so I complete those contracts together with landing tourists on the Mun/Minmus. No need to leave anyone behind. -
Will 1.1 break savegames?
Jimbodiah replied to maculator's topic in KSP1 Suggestions & Development Discussion
hehehe That's the great thing about KSP... you can play it as you like. Some people even only play if for the planes -
Will 1.1 break savegames?
Jimbodiah replied to maculator's topic in KSP1 Suggestions & Development Discussion
Who plays vanilla KSP? Yegh! -
probe direction indicator
Jimbodiah replied to Knaapie's topic in KSP1 Suggestions & Development Discussion
Does it really matter? I've flipped cores and once they leave the VAB the orientation seems to be the right way up anyway. You only have to mount them inline as far as I know. -
Bigger landing legs
Jimbodiah replied to Twreed87's topic in KSP1 Suggestions & Development Discussion
Install tweakscale and you can scale up the stock legs. But, yeah, I never got why all the legs are so short. Adding I-beams is just adding to part counts and introducing lag. Not to mention it looks awful. -
Make action groups programmable in flight
Jimbodiah replied to Foxboy's topic in KSP1 Suggestions & Development Discussion
second this idea... We should have a single list that maintains all the good ideas, else it will all just drown in the other topics. -
The tac patch does not work as minimumcrew is zero on sstu pods, so I made a patch for sstu parts which does work and also made more realistic values instead of the 1day standard tac values.
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CHECK HERE FIRST - common suggestions.
Jimbodiah replied to sal_vager's topic in KSP1 Suggestions & Development Discussion
Show orbit direction of selected/targeted vessel like with satelite contracts so you can see the direction. Show fuel in map mode as in normal view Show velocity and altitude together and on all screens (map mode) Add 3.75 and 5m parts in order to reduce part count and to make bigger ships easier to build Implement LH2 as official fuel option to LF Show contract details in VAB/SPH as well, and improve width/length for easier viewing Bigger VAB and SPH Implement Reinforced Joints as a standard feature Just some ideas- 95 replies
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With 15:1 the advantage of LH2 over LF only increases. You will have to alter tank masses to balance it out a bit. NF has different weights for lifting (non-cooled) and orbital (cooled aka Zero Boil-off, ZBO) tanks as a balance.
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Asparagus vs regular
Jimbodiah replied to CosmicCharlie's topic in KSP1 Gameplay Questions and Tutorials
There is economical efficiency, and there is fuel efficiency. Asparagus optimizes the latter, not the first. -
Asparagus vs regular
Jimbodiah replied to CosmicCharlie's topic in KSP1 Gameplay Questions and Tutorials
Big ships will do better as the dry weight to fuel ratio on smaller craft is higher, so you are carrying a lot of extra dead weight vs a bigger version. I just like how they stage, but for my career mode I can do pretty much everything with a two stage setup. For really heavy stuff (60+ tons) I use a Delta IV Heavy setup I have which uses two LF boosters, and for 200+ tons I have a Jupiter III which is just awesome to see launching. But 99% goes up in a sleek 2-stage or an Ares I style setup with SRB 1st stage and LF second (so also 2 stage). Then again, I don't think I use a lot of stock parts, maybe landing legs and the 1.25/2.5m probe cores. Stock parts are too small and limited (and part-count goes through the roof). I really think they should add more 3.75 and 5m parts in the next update. -
Nertea is playing around with it trying to find a balance. Fraz came up with all kinds of equations etc to balance the fuel volume/mass/tank weights/pricing. He's playing around with it as well. So maybe a good time to bash all the heads together to come up with a standard. It's in his NF prop balance topic. I think 10:1 is a good ratio for tank sizes as well, as with 15:1 I got huge freaking rockets, despite being lighter (and having better TWR) than a 10:1 version.