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KSP2 Release Notes
Everything posted by Biggen
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Release KSP2 Release Notes - Update v0.2.1.0
Biggen replied to Intercept Games's topic in KSP2 Dev Updates
Returned from Minimus today and staged my chutes before I entered Kerbin atmosphere. What is funny is they deployed non-inflated waaaay too high (like 30,000km) and I still had flame effects on the capsule. I thought for sure they were going to rip off but they held up and inflated at 1km like normal. I do think chutes are bugged but there does seem to be ways to work around them. There is still a plethora of bugs though. Landing gear don't always extend, trajectory lines go missing when playing with maneuver nodes, VAB symmetry doesn't always work as intended, etc... I wasn't here for the release a year ago. Looks like they have squashed a mountain of bugs since then but they still have a looooong way to go. -
Release KSP2 Release Notes - Update v0.2.1.0
Biggen replied to Intercept Games's topic in KSP2 Dev Updates
Radial chutes seem to work better for me. I also make sure not to time warp through the opening. Also, opening them a few thousand feet AGL also seems to help them deploy. If I don't do any of these three things, chutes won't deploy/open at all. -
Intercept Games Official Discord is Now Live!
Biggen replied to Ghostii_Space's topic in Announcements
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Waited a year to pick this up hoping most bugs had been fixed. So far having fun but Maneuver Nodes still need work! How does one see the PE when creating a Maneuver Node. I have an intercept with Mun but I have no idea how close I'll pass to its surface. Is there a mod that will allow this? Edit: Oh I see. I can hover my mouse over it and it shows the PE. Ok, I can work with that. Nodes still seem a bit "fiddly" though. Is there a mod for KSP 2 that allows more fine tune control like the mods we had in KSP1?
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Has anyone noticed that staging "disappears" on the left side of the screen after using this mod even with unstaged stages? I was coming back from Eeloo after using five warp and when I got close to Kerbin I went to stage my reentry capsule and that's when I noticed the entire stage tree on the left was gone. I had right click my decoupler to detach. My parachute stage was also missing. I had to manually right click each one and then click deploy. This was the first time using Better Time Warp. I'm going to do another quick mission and see if I can duplicate the issue again. If so, I'll post a log.
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Biggen replied to Gameslinx's topic in KSP1 Mod Releases
Parallax doesn’t simulate the terrain. It’s purely a visual shader. He is working on bringing collisions and terrain physics back last I read. But right now, it’s just eye candy.- 3,148 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Biggen replied to Gameslinx's topic in KSP1 Mod Releases
You talking about wheels sinking/floating on the surface? That's normal. Parallax is just a visual effect. It doesn't do collision or physics simulation. Yet... Is your Vsync turned on or off? If its on, then your framerate will be capped to your refresh rate.- 3,148 replies
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I actually like Dres because of the canyon. Would be neat to build a surface colony that overlooks the canyon. But, I think the terrain features on all the planets are pretty boring. With no life, they are just rocks after all.
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Yeah I read in the other thread it seemed to play fine. I’ll probably still wait till @zer0Kerbalreleases his official build.
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In CKAN, it doesn't show compatibility with KSP 1.12. Does it currently work with that version of KSP? I didn't read your last post close enough.
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I use the fly by wire quite a bit in mid career mode so I can just send scientists to other planets/moons alone so they can reset experiments.
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Biggen replied to Gameslinx's topic in KSP1 Mod Releases
Still can't get over how good these textures are. Pol from 17km orbit:- 3,148 replies
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transfer calculator [1.12] Astrogator v1.0.1
Biggen replied to HebaruSan's topic in KSP1 Mod Releases
Thank you for the well thought out reply! Now I understand how Astrogator is calculating the transfer "point" a bit better. I can understand how it would be a bit tough to determine how "best" to determine what tolerance you should give Astrogator before it picks the next transfer point. Perhaps if one clicks the Astrogator warp button on the pad, then the "optimal" transfer could be calculated within 10 - 30 minutes after clicking the warp button and coming out of warp? That would give a transfer point that makes sense with the launch. At any rate, I'll give your other mod a try as well. I really like how simple Astrogator is to use. It's going to be hard to switch away! -
[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Biggen replied to Gameslinx's topic in KSP1 Mod Releases
Yup it works. I've been meaning to ask @Gameslinx if new versions of Parallax will remove that error message.- 3,148 replies
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transfer calculator [1.12] Astrogator v1.0.1
Biggen replied to HebaruSan's topic in KSP1 Mod Releases
Loving this mod! I have noticed one odd thing. If sitting on the pad and warping to the launch window desired, when you get into orbit, it doesn't give you the launch window you'd expect. It gives you a much further launch window into the future. For example, sitting on the pad, it showed Jool had a launch window in 40 days so I hit "warp" from the Astrogator window. I then launched at the end of warp and got to orbit but now, once in orbit, it's showing Jool has a launch Window in 1 year and 40 days into the future. Shouldn't it be smart enough to know I already warped to the correct launch window and don't want to wait another year and a half? -
[1.12.*] MOAR [x] Science! - KSP Science report and checklist
Biggen replied to linuxgurugamer's topic in KSP1 Mod Releases
Maybe I'm using it wrong but I can't figure out how to always get the green bar to show full for some experiments. It does for some, but then others it doesn't. For some experiments, I'm left with a partially full (or empty) blue bar even after running the experiment. For example, I have "Show Experiments available right now" selected. I'm currently in low orbit at Eve with a Materials Bay. The science window says "Materials study in space near Eve 0/224". But I've run the experiment and kept the data. Shouldn't that fill up the bar? I also have "Complete without Recovery selected". Also, how do you "run experiments at the click of a button" as posted in the OP? I don't see an option for this anywhere. Ha, I didn't see the little indicator icon right below the "X". Man oh man. So pushing that and doing the science from in that window (Here and now!) begins to fill up the blue bars in "Science" window. -
Yup, it falls off when I'm parachuting back into Kerbin as well.
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Also seeing white bar.
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Biggen replied to Angelo Kerman's topic in KSP1 Mod Releases
Is there an up-to-date tutorial anywhere? I'm having a hard time getting started. The video posted in the OP is 7 years old. It took me an hour to figure out that the screwdriver needed in the written tutorial on the WIKI was from a different mod. Shouldn't KIS/KAS be dependencies when installed via CKAN? Its also unfortunate (for me learning the ropes anyway) that the name of this mod is the exact same as a real life Mars rover. When doing a search for “Kerbal Pathfinder” on YouTube, you get the original 7 year old mod review posted in the OP, then a TON of rover how-to tutorials that have nothing to do with the mod and are useless. A name like “Wagoner” or “Land Thief” or even “Pilgrim” would have made YouTube searches a hell of lot better. Ill keep plugging along. Seems like an amazing mod!- 3,523 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Biggen replied to Gameslinx's topic in KSP1 Mod Releases
Awesome! I haven’t tackled an Eve landing yet but your mod may be the reason I finally try!- 3,148 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Biggen replied to Gameslinx's topic in KSP1 Mod Releases
Thanks for this mod. It has really breathed new life into Kerbal for me. Textures look amazing. Just landed on Gilly and was impressed how it looked!- 3,148 replies
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So it seems to be an issue for me when I use radial engines and ship design. If I don't have the the COT behind the COM (or on top of it) in the VAB, I get the fluttering. Here is a simple ship example when the problem happens: This is a simple test design for an asteroid puller tug. So I can move the engines down behind the COM and that seems to work. But the issue will be when I latch onto a asteriod, the COM will move behind the engines again. Also, is it normal for MJ to disable SAS when I have it execute a Maneuver Node? I've noticed SAS is turned off when its doing this.