CaveJohnson376
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Everything posted by CaveJohnson376
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[KSP 1.4.2] Better Looking Oceans [v1.3.0.3] [01 April 2018]
CaveJohnson376 replied to Galileo's topic in KSP1 Mod Releases
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...- 27 replies
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there is now one! it's very new, and i haven't tested it yet, but you can try it out
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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?
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Stock HABITAT, Just ONE PLEASE
CaveJohnson376 replied to The-Doctor's topic in KSP1 Suggestions & Development Discussion
XD XD XD XD -
[Theory] How kerbals survive without oxegen?
CaveJohnson376 replied to CaveJohnson376's topic in KSP1 Discussion
Good theory! -
[Theory] How kerbals survive without oxegen?
CaveJohnson376 replied to CaveJohnson376's topic in KSP1 Discussion
[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... -
Landed on Duna for the fisrt time... and added an landmark for my first Duna surface base!
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New Suit for DLC 3
CaveJohnson376 replied to GoldForest's topic in KSP1 Suggestions & Development Discussion
Nah, this one already present in Breaking Ground DLC -
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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Do You Prefer Rockets or Planes More In KSP?
CaveJohnson376 replied to Johnster_Space_Program's topic in KSP1 Discussion
Yeah -
Do You Prefer Rockets or Planes More In KSP?
CaveJohnson376 replied to Johnster_Space_Program's topic in KSP1 Discussion
Isn't better launch a plane then quickly reconfigure it into rocket mid-flight? I think, its a really cool idea. -
[Theory] How kerbals survive without oxegen?
CaveJohnson376 replied to CaveJohnson376's topic in KSP1 Discussion
Its just a theory, no more. -
Have you noticed, that kerbals can survive being in space with space suit only? Where do they get the oxygen? Well, here's answer: they produce it by themselfes. Yes, they just doing some photosynhesis, they're green like plants, so their skins may contain chlorophyll. Chlorophyll turns carbon dioxide into the oxygen and stuff, when lit by sun. Also, it makes things green! Your thoughts?
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'Dismissing' kerbals
CaveJohnson376 replied to The Dressian Exploder's topic in KSP1 Suggestions & Development Discussion
So, there comes the problem, where they get these toys? And how they playing them? Isn't better make them just wander around stuff and look at all this. And when there comes another lander, they come in line but in some distance to look at, and when it is landedsuccesfully, they cheer and clap, but if crashed and stops moving, they come to see, what happens and trying to save survived kerbals. -
'Dismissing' kerbals
CaveJohnson376 replied to The Dressian Exploder's topic in KSP1 Suggestions & Development Discussion
Only animations suitable for landed is picking up random rocks from ground and, if they picked up any, small ground features. -
'Dismissing' kerbals
CaveJohnson376 replied to The Dressian Exploder's topic in KSP1 Suggestions & Development Discussion
I have some theory about air... But anyways, doesn't matter, how they can survive with space suit only in space for years. -
'Dismissing' kerbals
CaveJohnson376 replied to The Dressian Exploder's topic in KSP1 Suggestions & Development Discussion
I dont think, that will be at least not realistic. -
'Dismissing' kerbals
CaveJohnson376 replied to The Dressian Exploder's topic in KSP1 Suggestions & Development Discussion
When they in cabins on stable orbit and nothing planned for next 5 years? That would be cool. Yo-yo in space, yay If a kerbal would do it in crew cabin, that would be okey, but if the cabin is command pod or lab, it wouldnt be okay. -
Electricity = hydraulic fluid??
CaveJohnson376 replied to Jestersage's topic in KSP1 Suggestions & Development Discussion
That would be solution, too -
Electricity = hydraulic fluid??
CaveJohnson376 replied to Jestersage's topic in KSP1 Suggestions & Development Discussion
In real life they will be locked only if they have special mechanisms that locks when not moving. Maybe its better to add a setting to change their mechanisms to add autolock and make them stronger in cost of speed and credits?