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Nightshift83

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Posts posted by Nightshift83

  1. Thanks for the spot on mod. Just as I like 'em! I was going to ask for a favor as I'm using Linux and not very good at it. I'm having problems getting the dds-plug-in for GIMP and all I actually need is a completely black skybox. So I'm asking for just one - I dunno 800x400 bucket filled black .dds file that I could then copy and rename accordingly. All help appreciated.

  2. 11 hours ago, Armisael said:

    I have a vague recollection that you have to do a munar flyby (maybe minmus counts) before rescue contracts start proccing. 

    Seems right. Just did a first mun-flyby in new 1.1 career (wich was more of a lucky shot after since I was only going for Kerbin orbit but figured it could be enough for mun flyby - it was, although the 'homecoming' was pretty close, with a last drop of fuel I managed to dip into 45 km and aerobrake enough after 3 rounds).

    Instantly got the first rescue mission. Day 6..

  3. On 21.4.2016 at 5:50 PM, rbray89 said:

    And if that isn't the cause, can you try using the GUI (ALT+0) and disabling the volume particles (or open up the config and delete the volume clouds chunks). I have a suspicion that that is what your machine may not like too much. I added a nice (but expensive) feature to the volume particles so they don't move around in huge chunks, but it can be a tad expensive, especially on older GPUs.

    If this is the cause, I have a possible fix in-mind, it would just be less ideal.

    Deleted all the 'volume' entries in the cloud.cfg since I couldn't open the GUI (because of linux where alt is used otherwise) and deleted citylights and shadows but it's still stuttering too much. But then again my notebook is really old and I guess I should be satisfied that KSP runs at all..

    I guess it comes down to a 4 to 2 framedrop (as before 1.1) doesn't feel as bad as a 16 to 8 one so to speak.

  4. Was using this mod with 1.05 and my allready horrible framerates were'nt much affected by it. So today I tried 1.1 and I was pretty astouned as not looking at a slideshow anymore (at least for my perception). Of course I wanted some clouds as I can't really imagine playing without them anymore, but now the mod drops the framerate horribly.

    Any chance to get a really low spec version ? Otherwise some hints on manually altering the config files would be apreciated. Thanks in advance.

    (Running on linux64, mods: BetterBurnTime, Chatterer, MechJeb, SCANsat, TextureReplacer - nothing that should conflict..)

  5. One of the best things I've seen about ISS: http://topdocumentaryfilms.com/space-station-tour/

    I wish more films like this would be out ther not just about the ISS, nothing unnecessary, short but to the point, and it gives you such a great feel of immersion.

    Maybe a giant monolith could be launched into space, should be some really sturdy material though. It could then serve religious purposes as well if we descent into some planet-of-the-apes-like-post-apocalyptic-society. All jokes aside, I totally agree that it's a nice testimony but all of the above posts seem pretty convincing about it's inevitable doom.

     

    Oh and does anyone remember this japanese anime show about a private debris cleanup company in space ? Had a few really stupid episodes but in general lots of things that made it worth watching..

  6. Tried the 'wield'-mod today as I wanted to built something bigger (it's named 'Titan') to get me one of those E-class asteroids into Kerbins orbit. After a break I loaded my savegame with the ship beeing in orbit.. turnes out the thing got attacked by a kraken and now spins like hell. At first sight it looked as if my crew was lost, the only two that are not away on my Duna mission. 

    Then I saw something called 'Titan-lander' in the tracking station wich is kinda strange since the Mk2-Lander was somewhere in between the ship. Both of my Kerbals on board. Apoapsis 100 km, periapsis 45 km. In ten minutes they'll be flying directly over KSC !!

    I did had my share of rendevous but never with such an emergency background, as I guess I'll have to get right into the seat the probe control room and get them with my first try :o

  7. So has this turned into another 'what mods should be stock' discussion ? Because honestly I think most of us were coming to KSP to 'get stuff into orbit' and of course if you've played it for a while that might not be enough, but thats why there are optional mods.

    As for the aesthetics I do like them but I will at some point definitely try this amazing: Professor Phineas Kerbenstein's wonderous vertical propulsion emporium - mod.

    So why not let squad do his vision of the game and everyone else is allowed to alter it to his or her taste.

     

     

     

  8. Just make sure to keep the tax payers interested by some almost-disasters and take care of their world's-record-fetish even if it involves playing pool with asteroids (aka fling asteroid out of solar system).

  9. *Holy *** I have two keyboards in front of me, playing on my laptop right now while writing this text now on a desktop-pc - I just hit space because I got confused with the keyboards - luckily it was just the fairing stage !!!.. (First attempt ever to go to Moho with satelite - transfer window is like right now)

    Anyway I played carreer mode ever since it became avaiable and have not gone back since. First career ended because I got frustrated with the rocket equation wich I had no idea of back than. After succesfully taking it to Mun and Minmus I just started building bigger and bigger wich lead me nowhere. I didn'nt play KSP for a long time then until I met an old friend who was playing KSP as well. He started to get me interested in playing it again and we kinda played one carreer together a little bit, showing each other our concepts and stuff, he explained to me how to dock too wich made it much easier then.

    My first craft assembled in space (3 launches or so) was the end of the next career since I was unable to control it wich was mainly due to my system specs.

    Sometime later we played dark multiplayer mod wich was great but didn't work out too well, probably again because of my system.

    Then I remembered how to fine tune physics-delta in config.cfg.. and now I'm playing KSP in slow-mo but that's ok. Waiting for my first Duna mission to come back home now (wich was awesome btw) and using any transfer windows along the way to send out some probes until then (as seen in the beginning of this post)..

    What I really like about career is that you're forced to play and build economically, so I really don't have any problems with the contracts since you can usually do multiple with one mission. Will see what else I can achieve until the patch comes out.

     

     

  10. Honestly, I hope they don't change anything apart from what is allready known to come. For me KSP is very similar to 'Mount & Blade' wich I played (as for a lot of other games too) like 20 minutes before I started to look for mods. It's the perfect framework to play it just as I like it to play (except for my low-end system restrictions). For now I play mostly vanilla with mods mostly for aesthetic and/ or performance issues, but I'm very glad that I could change the whole game in a couple of minutes thanks to all the mods avaiable.. (and have done so in the past)

     

  11. I don't think it is that obvious, since it's more of a simulation reflecting maybe near future technologies at the end of the techtree. It' would be far more obvious to improve on allready implemented things (or multiplayer *cough*), especially if you consider that we're past version 1.x... The mods are a nice addition and can keep you playing for years, but in general there should and probably will be more polishing, maybe real astereoid belts or something, but probably no additional solar systems.

  12. On 25.1.2016 at 10:27 AM, Evanitis said:

    In my experience, the smaller the plane is the easier it gets to design and fly them. That's the most compact one I ever built:

    qJzJGPj.png

    It's designed to fit in an mk3 cargobay. I was planing to build a big SSTO that carries this to orbit, but the project is on hold until I can think of a just slightly plausable sounding reason to do so that I can tell my investors.

    Though I won't even dig for it's detailed numbers, as I know it's nowhere near the smallest this thread will see. If you forget the notion that it should be kerbaled and should be able to dock, the only payload you need is a probe core. Slap on some fuel, a tiny rocket engine and 2-3 of the smallest elevons and it can probably fit in even an Mk 2 cargobay.

    I should take the project that spawned this plane even further: A huge SSTO that carries a smaller one to orbit that has an even smaller one inside it. sstoception!

     

    (BTW, closing the intakes changes nothing in the current version)

    matroschka.jpg

  13. 1 hour ago, Overland said:

    I can now confirm that Helijets sorta-copters  do indeed work nice :) theyre fiddly to get right with the balence of center of mass vs manuverability vs fuel but once you got that perfected, they fly just like the one I built with kax :)

    full throttle to take off, a little bit of 2m/s forward speed to unstick from the runway (odd?) and she floats into the sky without a care.. able to roll happily if theres enough height. manuver like a bee around a flower and land at nearly zero or walking speed

    top speed around 60ms

    best flown with a joystick but easy enough without, she autocenters with turning easily enough.. like the KAX version I find theyre best designed a little nose heavy and 2 clicks of trim generally straightens it out at low speed.. leveling naturally around 30


    EUhcUE2.png6xBoUT9.png

    Never get tired of the way the Kerbals look - maybe because mine are shut off for performance reason or or too busy avoiding inevitable doom.. (sometimes I see real people that have the same expression, than I think 'oh look at you little cutie - better watch your step or you gonna hit that wall with 1,4 m/s' !).. um.. nice plane by the way :)

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