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CaveJohnson376

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    Young robotics engineer and game developer
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    Russian Muhosransk

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  1. Just tried this mod on 1.12.3. it works perfectly, but has same performance as stock water, so it's basically just a texture change, nothing more. If you have old and/or laptop GPU - this mod probably will not fix bad performance. I have yet to try different graphics settings though, just in case...
  2. well, that's sorta sad for me, because i prob won't be able to play KSP2 at all in next few years after release... for the record, i have a potato laptop with i5-5200U CPU/APU, intel HD graphics 5500 GPU and 8gb RAM, and even tho i've got a job lately i don't think i'll be able to get a decent new pc in next few years... so i'll stick to KSP1 for quite a while. also i hope there will be some performance fixes, like oceans literally killing fps down to 15 (i have steady 60 fps literally anywhere else) on any graphics settings (haven't tried putting it higher than medium)...
  3. all these new parts are cool, but what about bugfixes and performance improvements?
  4. there is now one! it's very new, and i haven't tested it yet, but you can try it out
  5. Most players had problem of "managing" vessels using map/tracking station. So, what exactly it needs? Vessel grouping. It should be done like in OpenTTD. In OpenTTD, all the transport can be added to group and groups can be added to groups as well. But it should be possible to add vessel to multiple groups. For example: we have multiple static base modules, several rovers for moving stuff around, some kerbals at EVA and some bigger rovers landed at Eeloo, so we group them as this: - Eeloo landed - - Rovers - - - [Eeloo rovers goes there] - - Base "Alpha" - - - Statics - - - - [statics goes there] - - - Mini rovers - - - - [mini rovers goes there] - - - Kerbals - - - - [kerbals goes there] - - - Rovers - - - - [rovers goes there] Do we need vessel filtering based on vessel type then? I don't think so, vessel grouping should come as addition to this. Your thoughts?
  6. NECROPOSTING! Also, in first KSP DLC there is also new engine attachment points with configurable fairing length and variable engine attachment points.
  7. [snip] Engines never fail, because they're perfectly engineered and built by robots, not kerbals. RTGs lasts forever because of kerbal tech, they can make a material, that can produce some energy, but it will never stop doing it. Also, kerbals have tech to make resources out of money. Yes, they just convert money into fuel, oxidizer, monopropellant, xenon, ore...
  8. Landed on Duna for the fisrt time... and added an landmark for my first Duna surface base!
  9. There's no need of making blades detachable to make heli foldable. Just use two per engine.
  10. Nah, this one already present in Breaking Ground DLC
  11. Maybe some sort of editor tools for better craft building, like various measurement helpers, XRay, angle helpers, CoM/Thrust vector/Lift vector position readouts, staged CoM/thrust vector/lift vector. Because reasons.
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