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Everything posted by DragonsForce
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[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
DragonsForce replied to IgorZ's topic in KSP1 Mod Releases
Alright, yeah, that is how I understood it. Thanks for clarifying! -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
DragonsForce replied to IgorZ's topic in KSP1 Mod Releases
Even for attaching? That wasn't clear from the original post if so. If that is the case, the distinction between Magnet and Hook is definitely important; however, if the Harpoon can't attach without a Kerbal present, I don't see it getting much use - if you're sending a kerbaled craft to an asteroid, you might as well go with a claw. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
DragonsForce replied to IgorZ's topic in KSP1 Mod Releases
The Harpoon and Grappling Hook distinction is definitely a good idea; I'm hoping for a decently lightweight Harpoon (+ operating infrastructure) to build cool unmanned asteroid missions. Could do it with the claw Jr., but Harpoon is cooler. I'm not entirely sure if the Magnet v Grappling Hook distinction is actually valuable enough to justify the effort of implementing an additional part (instead of just the magnet); but that's your call. Of course the magnet could also have other advantages like increased link strength and lower weight; and if I understand it correctly, the plan is also to have it attach more easily (how many times has the claw failed to grab for me...). Inability to grapple Kerbals is reasonable, but I predict that someone will come up with a whacky fun contraption that requires grabbing Kerbals, and they will be very disappointed. -
Does anyone know of a bug that gives you massive amounts of funds and science? I just loaded up a relatively fresh career save that I had not played in a couple of weeks and I'm sitting on 3.3 million funds and 631 science, while not having purchased a single 160 science node, still missing 3 90 science nodes and with the only facility fully upgraded being the astronaut complex. While I can't remember where I left it, I can't really imagine having had that many funds or science without spending anything - and I also have only collected science data from Kerbin, the Mun and Minmus.
- 321 replies
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- grand discussion thread
- on final approach
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Good to see you again. I can only echo the sentiment that yes, long-form mission reports - at least if they as well done as the Forgotten Space Program - are absolutley still welcome. I'm eagerly awaiting the next post.
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[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
DragonsForce replied to IgorZ's topic in KSP1 Mod Releases
The systems don't work together at all iirc. Parts could be placed down and picked back up to transfer them, but I don't think you can transfer non-placable items. -
Where's the vessel anchoring feature promised in this post? Did I just miss it in the changelog, did you forget to list it, or did you not actually implement it?
- 381 replies
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A fantastic chapter, well done! Perfectly captures that feeling of sneaking around in the dark when you know there's not supposed to be anybody else there, but you definetly heard something.
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[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
DragonsForce replied to IgorZ's topic in KSP1 Mod Releases
To be fair, those are all pretty logical ideas. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
DragonsForce replied to IgorZ's topic in KSP1 Mod Releases
I saw. This might mean KIS and KAS will leave my (rather short) modlist... Not looking forward to checking every vessel for modded parts however. I'm pretty sure some of my larger projects have KIS containers... -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
DragonsForce replied to IgorZ's topic in KSP1 Mod Releases
However, there is some good news: With the next update (KSP 1.11: Some Reassembly Required), we are getting a "vessel anchoring" system, as announced in this post. It remains to be seen if this actually fixes our issues or if it proves to be a summoning bell for the kraken. -
It's alive! Seriously excited to see this story finally move along. It's good to have you back.
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I'm still here, always hoping to see a new update pop up when I visit the forums. I'd be quite sad if I had to say good-bye to the antics of those forgotten kerbals, but your situation does indeed not sound conductive to further missions. This thread inspired me (a long time ago) to actually build up a proper career savefile; including "useless" things like submarines (was pleasantly surprised that there actually are world-first milestones for going under the sea!) or sizable space telescopes (which was launched on an SSTO plane and now is my desktop background). If you do manage to somehow port to 1.8, the version change for Unity should significantly increase performance.
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While I think that this is a fantastic idea, I unfortunatly don't have the time to play through a cycle in anything like a reasonable time for others to continue. As such, I'm afraid I won't be able to partake.
- 181 replies
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Kerbal Space Program Breaks Ground with a New DLC!
DragonsForce replied to UomoCapra's topic in 2019
This looks really nice for the most part, looking forwards to it! Not sure if it's worth the asking price, but I definetly got more than my money's worth out of the base game, and it keeps development going. So take my money! Gotty say though, that crystal looks really out of pace on Kerbin. I don't think it will be nearly as bad on other planetary bodies, but it might pay to adjust crystal coulours to fit with the enviroment, maybe? Also, is that a SpaceX suit?- 1,121 replies
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- announcement
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[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
DragonsForce replied to IgorZ's topic in KSP1 Mod Releases
Ironic that you posted this... Considering point 6 in that post. I get it though, this seems more civil than reporting. -
Another thing that can be found on that post and not this one: "PS: Ask and you shall receive " We appreciate it.
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Maian's Stock ISS Replica (07.26.19 - STS-110)
DragonsForce replied to MaianTrey's topic in KSP1 The Spacecraft Exchange
This post has nothing to do with any mods. -
I don't have numbers, but it started to lag noticably after a few hours running the game, and a restart fixed it. This happened several times, and a memory leak was what I assumed to be the cause as well. A bug report should probably be submitted, if it has not already.
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The plot thickens (once more)!
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[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
DragonsForce replied to IgorZ's topic in KSP1 Mod Releases
This is what I expect it to look based on previous versions (image taken from the KIS handbook) This is what it looks like for me. There is no visual indication of the object to be placed before I actually place it down. EDIT: I just discovered that this still works for the old parts. It does not work for several of the new parts however. (I tested the non-batterie pylon and the two transfer pipe parts) -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
DragonsForce replied to IgorZ's topic in KSP1 Mod Releases
How the hell do I use the new ports to connect in flight (Yes, I have the 1.5 version of KIS and KAS installed)? Placing down pylons, attaching ports and everything works fine, but I can't interact with the ports (Only available option is Aim/Reset camera). EDIT: Nevermind, figured it out. If anyone else is wondering: Only certain parts can act as a cable sorce now, can't start a link at a port. Also, EVA attachment does not give me a "preview" for placement anymore, I have to guess where the part will end up. Is that intentional? (I guess it would be a KIS issue and not KAS, but whatevs) -
Real life is always more important, good luck with whatever you are doing! That ship looks damn impressive though.... And am I seeing a Dyson Sphere, or just a weird render?
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Kerbal Space Program update 1.4 Grand Discussion thread.
DragonsForce replied to UomoCapra's topic in KSP1 Discussion
Oooookay, so: Parachutes: cool, only thing I would have done differently is to make it an equipment option for all Kerbals, not a thing EVERY high-level Kerbal has. Colour options: Neat! (Although I wish there was more than a teaser for the DLC) The flash explosions now produce, visible even from kilometers away: Neat! Editor switching: Thank god! Pre-naming vessel parts: Useful, I'll probably never use it New parts: Kinda neat, I guess. Bug: Symmetry mode indicator not working (may not be consistent, have not tested) Engine sounds: Okay, this will be longer. -Startup/shutdown sounds on rocket engines are louder and more powerful than actual engine sounds. This is bad. -Also, why is the shutdown (or on some engines, the startup) sound a cymbal? I'm no expert, but I don't think engines sound like that. -Thumper SRB lacks a bit of power, other SRBs are good. -Panther engine: That sound is just bad, and the afterburner (especially the change between modes) is even worse. -The new sounds for the Juno and Wheesley are ok IMO, but the old ones were better. -Spoolup/spooldown on the airbreathing engines (soundwise) takes to long, especially on the engines with several modes. -Comparing the Rhino to the Twin-boar, the Rhino is to weak. -
That is awesome! Did you show it to Mr.Manley yet?