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AngryKitty
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Everything posted by AngryKitty
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KSP Quality Declining Rapidly
AngryKitty replied to DocMoriarty's topic in KSP1 Suggestions & Development Discussion
Actually don't agree. I think 1.4 introduced some significant improvements in performance that can't be overlooked. I play this game on a late 2013 MacBook Pro, and while the specs were excellent at the time, it's definitely getting a bit long in the tooth. 1.4 seriously bumped up the frame rates and everything is much smoother. Couple that with the extra parts, and I've been pretty happy. Obviously, there are bugs. The landing leg issues and contract notifications, in particular, drove me up a wall. Now that those have been fixed, I really don't have any problems with 1.4.3. Paid for the game and for the DLC and play largely stock, and I've gotten my money's worth. I say keep up the good work. -
Precision Mode (Caps Lock on Windows, I think?) works well too. Though I like forward-by-throttle now that I've started building Gemini analogs.
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Had some fun with alternate history, while I'm waiting for the landing leg fixes in 1.4.next. Gemini-Soyuz Test Program complete!
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Biggest issues for me so far are the LT-2 landing leg explosions, the 5m fairing (now with built-in Kraken damage!), and the contract notifications. Since my entire contract career relies on recoverable boosters with landing legs, I guess I'll have to wait until 1.4.3. It's a shame - I was actually really enjoying MH and 1.4 in general.
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- making history
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How do the v1.4 & DLC engines rank against our old favorites?
AngryKitty replied to Cunjo Carl's topic in KSP1 Discussion
There's a reason for that, to be fair! -
Yep, they are! Haven't noticed a difference in performance, and I like the aesthetic better. For aircraft, I use them the "right" way, but in this case, it looks more like this, a real-life application:
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Finished booster landing trials for the Artemis I stack, now that the Trajectories mod has been updated (!!!) Great success. This thing is a monster...wonder what I'll call the 5m scale-up?
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That's just the main stage, too. Apparently the 2x Skiff-engined second stage has something ridiculous like 3km/s, and the crew capsule has around 2km/s of its own. Elon would be jealous.
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Have just discovered/remembered that if I have 2km/s dV in LKO, I can pretty easily get to Minmus. Where I have a massive refueling depot. So, this behemoth is fully capable of flying to Minmus and can then fully refuel to go anywhere else. I'm pretty sure I could send these three Kerbals literally anywhere with Artemis I...
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I didn't personally play 1.4 to the point where I would have noticed it there, but it's definitely present in 1.4.1.
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Found that my Atalanta II design (2.5m recoverable core with 8x 1.25m boosters, all parachute-equipped for StageRecovery) scales rather well when I use the new 1.875m boosters with the existing 3.75m parts. So now, I have Artemis I. Similar design, just BIGGER! Boosters jettison in quads (with crossfeed). Not sure how I feel about the new Soyuz tanks...the built-in separators aren't as pretty as the ones I made manually. End result: Mammoth-equivalent stage in 100x100km orbit with about 2km/s dV remaining. Enough to easily recover at KSP (waiting on an updated Trajectories mod to figure that one out...) Second stage is 2x J-2 equivalents on a massive tank. KER is estimating ~3km/s dV, but that's the old KER version. I'll have to wait and see. And then the final lander. Dead simple and designed for propulsive landing anywhere, with about 2km/s dV of its own. Will have to see how it goes when I try to simulate an Eeloo trip!
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I see similar issues, fairly intermittently. Might be some issue with the collision physics on docking ports. I usually dock at 0.3m/s with no issues, but trying to dock my lander to a Minmus station in 1.4.1 was challenging at best. Ran out of monopropellant, couldn’t use the engine because of the “bounciness”, and had to reload from Quicksave. I’m not bad at rendezvous and docking - never had problems like this before.
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Yeah...he knows the difference between prograde and retrograde, at least.
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- launch party
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Kind of disappointed, this is pretty painful to watch...
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I did this once, when I thought I was being clever. Standardized: 1.) Solar panels 2.) Antennae 3.) Radiator panels 4.) Drills/ISRU toggle 5.) Undock etc. Until that one time, when I was ready to have my passenger shuttle depart my brand-new Minmus Station, both of which were built to that standardization. And I hit 5. And the station disassembled itself. Whoops...
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Kerbal Space Program update 1.4 Grand Discussion thread.
AngryKitty replied to UomoCapra's topic in KSP1 Discussion
It seems like aircraft just "work" better. More stable, control inputs cause less insanity...like everything is a bit more balanced. Weird, but I like it. -
Rescue missions too easy
AngryKitty replied to Rolan's topic in KSP1 Suggestions & Development Discussion
It'd be nice if there was a better mix of Kerbals rescued, IMO. After a bunch of rescue contracts across the Kerbin system (none interplanetary yet), I have...a single pilot, a single scientist, and 8 engineers. The engineers were promptly banished to my fueling bases. -
Poll: Are you buying the "Making History" DLC?
AngryKitty replied to Yakuzi's topic in KSP1 Discussion
Buying it on release day. Can't wait. It'll be fun to have so much more flexibility with parts, if nothing else! -
Right before 1.4 dropped and I had to rebuild all of the workhorse spacecraft: 1.) Perfected my Epsilon IV Medium fully-recoverable rocket. ~5400m/s of dV, will get anywhere in the Kerbin system without any effort whatsoever. Boosters recovered via StageRecovery; main stage achieves orbit and then deorbits for recovery (FMRS installed but not required for this craft). 2.) Realized that this design gives me not one, but two beautiful Korolev Crosses during launch 3.) Managed to land the booster on the runway. Definitely missing the Trajectories mod in 1.4 right now. 4.) Finalized my Minmus Depot fuel station and delivery truck (with some science-base-y stuff thrown in for good measure). The Epsilon IV capsule will make it here easily, and can land/refuel for an extra 2000m/s of dV. Interplanetary material. 5.) Installed 1.4 and realized that the Epsilon IV Med design (now called Atalanta I) will hit 6km/s of dV with equivalent parts. And look better in the process. Not a bad day, overall.
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Kerbal Space Program update 1.4 Grand Discussion thread.
AngryKitty replied to UomoCapra's topic in KSP1 Discussion
Not bad so far! The new parts are pretty, the new sounds are excellent, and it looks like rebuilding my go-to recoverable launcher (3-pax anywhere inside the Kerbin system) gained me an extra 400m/s of dV just by going to new parts. I like it. I don't use many mods...KER works (but complains about version); so does StageRecovery. FMRS loads and seems to work but I haven't tried to use it specifically. KAC and Transfer Window Planner are broken. So far so happy!