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Everything posted by Kerbital
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[1.8.x] DMagic's Modlets - Most KSP 1.8 Updates [10-29-2019]
Kerbital replied to DMagic's topic in KSP1 Mod Releases
Thanks for your mods! I use several of them. I played through the Science mode couple of times running only robotic missions using tiny probes, often disposable, and Science Relay suddenly opened new gameplay options. I'll do another now but this time I will beam data to one manned (kerballed?) space lab orbiting around Kerbin rather than having to return the data to be processed in the lab. Check this mod out for a cool rover: https://mods.curse.com/ksp-mods/kerbal/257640-feline-utility-rovers From the author of Planetary Base Systems, works with 1.2.2. I was able to dock it to the base by itself but it looks like the Flexible Docking mod would make it easier. Here is a photo of an explorer build, but you can make a "crew bus" too. The cabin holds two and the crew module holds 4 Kerbals. You can easily put 2 or 3 crew modules. -
What are Radiators for ?
Kerbital replied to Acolyte's topic in KSP1 Gameplay Questions and Tutorials
Regarding re-entry: I've read somewhere and found this to be true that long, shallow re-entry is the worst in terms of heat. Also, if re-enetry heat becomes too hard to manage you can change the percentage in difficulty settings. -
True. That's why I don't mind, it made the game much more enjoyable for me, but some people are very strict and get upset at the slightest suggestion of editing the standard game files* As a bonus, this allows me to build vessels with fewer parts. I modded batteries and solar panels too (x2) so I need less of them for each ship. * not just KSP, most games, there are always some vocal purists, I personally enjoy messing around with game cfgs. PS. I think you meant single player sandbox. Cheating in multiplayer sandbox would be bad:) Like cheating in Elite Dangerous.
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I also found the nukes to be underpowered and fuel management was taking out some of my fun, yet I didn't want to enable unlimited fuel cheat, because refueling ships is fun. If you don't mind editing some simple files, you can change engine's specs. Although, that would be considered cheating, for sure. But after playing KSP for so long I got bored of waiting for simple orbital maneuvers and hacked some of the engines that I use often. I only use nukes for interplanetary travel. I found the Terrier and the Poodle adequate for landing on the Mun and Minimus.
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What are Radiators for ?
Kerbital replied to Acolyte's topic in KSP1 Gameplay Questions and Tutorials
So far, like others said, I only found them useful for cooling nukes, drills and ISRUs. Although, I've run Nerv engines without cooling just fine too. But the other two can overheat. Even during heavy liftoffs, if engines are going to overheat, they seem to overheat even with radiators on them. I'd rather add an engine and slow down the ascent. Seems like underutilized part. -
Could KSP Switch To Using Unreal Engine 4?
Kerbital replied to jrolson's topic in KSP1 Suggestions & Development Discussion
I'm not smoking anything. Of course, it's the "least buggy" and "the fastest". It's the latest version, duh! But that doesn't mean it's not buggy. I's like Apple saying "this is the fastest Mac ever!". Of course, it's the latest model. LOL. What kind of an argument is that? I still get the RAM/GC related stutter which has been a known issue for over two years and is directly related to Unity crappiness. MemGraph helps somewhat. Without MemGraph there is a solid 1sec pause every 5-7 seconds. 250+ parts stations with smaller ships docked drop FPS to around 10 near planets. Insane loading times as you have more and more ships in flight. Texture seams and smearing everywhere. KSP is the most buggy game that I'm currently playing. KSP needs a "performance update". The way Uber did with Planetary Annihilation. They fixed the game from barely playable to 6+ AIs and thousands of units running smooth like butter with all graphics options on. -
You can deploy chutes with Custom Action key at any time, regardless of stage. No need for a mod for this. You can also cut chutes with a Custom Action key. On a side note, a little known fact: an engineer can repack deployed chutes while EVA, just need to be close to the chute location.
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Name changes when docking
Kerbital replied to Nicias's topic in KSP1 Gameplay Questions and Tutorials
I think it's the name of the target ship. But then, I usually dock to larger vessels so my observation my not be correct. And yeah, the docked ships retain their names when they undock. -
I can't deny that I'm having fun time with space photography. Although Kerbal cameras only work like 1 out of 5 times. Most of the time they print out snack recipes So allow me to indulge... oh, and check out some latest photos from cold and dark space. Yummy!
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Some ideas for KSP 2
Kerbital replied to RocketBlam's topic in KSP1 Suggestions & Development Discussion
I know there are many mods, but mods break or become incompatible when the game is updated. I'd rather have more content built into the game. -
Some ideas for KSP 2
Kerbital replied to RocketBlam's topic in KSP1 Suggestions & Development Discussion
I would gladly pay for KSP2 or KSP remastered built on new engine, with better graphics, better performance, with much longer tech tree and more content. I like mods too, but mods break often when the game is updated and all your creations are unusable. Mods have compatibility issues often. Or you get used to a mod and the mod gets discontinued and you suddenly feel like you can't play the game any more. KSP was an unexpected hit and by all means it's a great game except it's buggy, unpolished and suffers serious performance issues. I guess it was not expected to be a hit. Now, knowing that they have solid following they could release a better version of the game but they would need money because it will require work. I'll gladly support a crowdfunding effort or just pay for new game. What about KSP Expanded? With new systems, new tech, etc? Less bugs? Better graphics and better performance? I've played KSP for several months, stopped because of the awful GC stutter. Came back after 1.2.2 came out. It didn't fix any of the performance issues but broke pretty much all of the mods I used. Some were updated but some not and may never be. So I'm at the point where I'm ready to give up KSP for good. -
SPACE STATIONS! Post your pictures here
Kerbital replied to tsunam1's topic in KSP1 The Spacecraft Exchange
Wow, big! How many parts? Is this even playable? -
Could KSP Switch To Using Unreal Engine 4?
Kerbital replied to jrolson's topic in KSP1 Suggestions & Development Discussion
Pitty, because we're now in 2017 and the game is terribly buggy and stutter and performance drops are terrible. I will probably avoid any game based on Unity from now on. Too bad, such an awesome game hampered by awful engine. -
I found this last night, looks really good and works with 1.2.2:
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I did that exactly: gave myself enough science points so I could get the automated command module. I didn't know about the surviving rocket award!
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That is amazing. And it's all done within the game???
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The Truth Can Now Be Told - Mysterious Machines
Kerbital replied to purpleivan's topic in KSP Fan Works
purpleivan, this is seriously awesome!- 192 replies
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- apollo
- totm november 2019
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This is awesome! Does it move in any way?
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I actually wanted to do fully automated (autonomous?) Science playthrough without involving a single Kerbal. But I can't find any mods that give you an automated control unit right from the beginning. Modular Rocket Systems has a cool module that unlocks realitvely early, but still had to fly a Kerbal a few times. I can probably edit some settings file to get a module early.
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Some more space photography. Touched up in Photoshop to get rid of texture shimmering and ground seams. OK, sorry, space photography now...
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Neat!