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Everything posted by Dolkramp
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Dolkramp replied to RoverDude's topic in KSP1 Mod Releases
I'm using normal EPL mechanics for orbital construction, but the spacedock part is the 'stock' EPL spacedock vs. The MKS styled ones. I can see the cfg and .mu for them in the USI/MKS folder. Is there a line that needs to be added/removed from an MM patch? This is purely aesthetic, but the MKS models look much better -
Perhaps for orbital kits you could make it like KAS attachment; the kit spawns as an item in a "drydock inventory". The player can then drag it to attach to the station/ship they're building on, or even just floating in space. You'd still have the problem of collision when the kit expands or finalizes though.
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Your wierdest ship ever?
Dolkramp replied to Goddess Bhavani's topic in KSP1 The Spacecraft Exchange
First one is from way back .10-ish. Odd contraption thanks to Sunday Punch's Wobbly Rockets and Nova Silisko's SIDR pack Next is from some version from last year. A mobile miner/refinery inspired by Dune's Mobile Spice Harverster using an amalgam of a zillion mods. -
Search for undocumented changes and features of 0.24
Dolkramp replied to Sky_walker's topic in KSP1 Discussion
It lets you cheat in (or out) Funds, Rep, or Science -
Right after .20 came out, I was experiencing similar FPS issues. With a moderately sized rocket, I was getting 10FPS(per FRAPS) on the launchpad. Turning down all the settings to low would only pick up about 5FPS or so. Once launched, if you moved the camera so there was no terrain on screen, FPS shot up 40-50 range. I turned the physics delta way-way down. I was still getting 10FPS, but the camera movement was smooth. Luckily, I was already in the process of a video upgrade. My original setup(used with the above) was a Radeon HD4870X2 (DX10). New setup is a Radeon HD7950(DX11). The rest of the computer is identical. I now get 50+FPS(per FRAPS) using the same rocket as above, with all the settings maxed. Whatever the issue is, it seems pretty clear it has something to do with the new terrain. For whatever reason, my DX11 card handles it with ease. Off topic: Oh hai, a performance issue thread devolved into a language/engine flame war!
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This x 9,000
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Or, God forbid...has a life. And does other odd things like go to work. Or spend time with family/friends, something scientists describe as 'socializing'. In all seriousness, I understand being frustrated by waiting and waiting for updates. I am a little bit, too. But this is the flipside of using mods.
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One of us...one of us...one of us
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Cheat- verb (used with object) 1. to defraud; swindle - verb (used without object) 2. to practice deceit 3. to violate rules - noun 4. person who cheats 5. fraud A single player game with no rules. Doesn't seem to line up with any of the above. I suppose if you were bragging about doing one of rhe forum challenges that stipulates 'no mods' would fit. My question is why do you care what anyone would say about how you play youe game?
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If you're using an ATI product, disable the Catalyst AI. I didn't get a huge framerate boost, but camera movement was much, much, much smoother. As in, the stuttering and jerking when panning/zooming/rotating went away completely. I'm sure this isn't the only culprit, but might help a few people.
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I'm vehemontly opposed to warp drives. I don't want any crazy fantasy parts in my game about a pretend star system inhanited by green aliens that build rockets out of garbage cans!
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http://youtube.com/watch?v=ANk8xlsp1pQ
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The Rule of Cool trumps all laws of physics, mathematics, and anything else. 'Accurate' space battles might be cool the first scene for the "Hey! That's true-to-life!". After that it would be dreadfully boring.
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I think 'removed Herobrine' has been in every set of patch notes since mid-beta.
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[0.19] Multiversal Mechatronics - Fixed Camera - 1.3
Dolkramp replied to r4m0n's topic in KSP1 Mod Releases
Yeah, doesn\'t work. But that doesn\'t in any way lessen the pure liquid awesome of this plugin. My F1 key is broke, and FRAPS is filing a restraining order against me. -
[0.19] Multiversal Mechatronics - Fixed Camera - 1.3
Dolkramp replied to r4m0n's topic in KSP1 Mod Releases
Mother of God. If the camera would work longer on detached parts...........I would have a stroke. A joyous stroke. A joyous, detached part stroke...while recording. -
The "Why is this even in KSP?!?" Challenge
Dolkramp replied to 0muffins0's topic in KSP1 Challenges & Mission ideas
I dug around to see if I had any pictures or vids of goofy stuff I\'d made. The only thing I found was...........SPACE LAMP -
The "Why is this even in KSP?!?" Challenge
Dolkramp replied to 0muffins0's topic in KSP1 Challenges & Mission ideas
Not my work: -
[0.17] Electrical Energy Plugin | v1.5 (Oct 12)
Dolkramp replied to Kreuzung's topic in KSP1 Mod Releases
It seems to work just fine, the RCS thrusters work, there are no RCS fuel tanks on board, and using the thrusters started the battery draining. I added those config lines into some RCS sets, and they are not working. When I turn on the RCS, they immediately grey out. -
..ermm.
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I did this challenge a few weeks ago, and didn\'t even know it!
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[Plugin] [Part] [0.17] KIS Connect V7a [2Oct12] [MIT]
Dolkramp replied to kellven's topic in KSP1 Mod Releases
So far the results I\'ve had with Connect V2a are identical, regardless of which KSP version I\'m running. The only issue I\'ve had is the KW Challenger pack 2m and 3m engines are incredibly unstable (jitterbug/bouncing) even with a moderately heavy rocket (other mods 2m and 3m engines work without issues). In fairness, this is an issue with or without KIS Connect (any version) and regardless of the KSP version. The problem must not be with the joint. I\'m not sure about stock parts...this mod opens up so many designs with mod parts that weren\'t useable before, I haven\'t done much stock. I\'ll mess around with some stock parts (I still have a .14 install) and see if I notice any difference in performance between the KSP versioins -
[Plugin] [Part] [0.17] KIS Connect V7a [2Oct12] [MIT]
Dolkramp replied to kellven's topic in KSP1 Mod Releases
It seems that a number of other plug-ins were rendered inoperable by .15, but this seems ok. I\'ve only had time to go through 2 launches. Both were pretty big stacks using NP fairings/shrouds, and the performance didn\'t seem any different than .14. -
Holy crap