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Xurkitree

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Everything posted by Xurkitree

  1. Are you crazy? We're getting stock hinges, deployable science, more things to do on planets what more do you need in a dlc?
  2. its because you slowed down time dummy the passage of time will slowdown - however the slowed down action will be smoother.
  3. Better Time Warp. You can use Slo-Mo physics warp to slow down ingame time to boost framerates and physics processing, then speed up the footage in post.
  4. A harder career mode? You can do that yourself. Just use the difficulty options and sliders. I promise you, completing the Tech Tree when the science sliders go down the more you unlock is fun.
  5. Angle Snap is a great attachment method. Very neat and precise, and it only moves in set increments so you can see whether the tank is centered or not.
  6. Wow. We can actually do this? THis would make an interesting challenge type - one where you create custom scenarios with a preset ship and you have to complete the scenario off.
  7. I was reading this thread and saw something about Iron Man 2, and this seems like the perfect place to post my issue with the plot. Now I know that this a universe of magic god i love dr.strange, and i do excuse the palladium poisoning part - but there's one thing I don't get. Palladium is a heavy metal. Can't he use something like a chelating agent - which removes heavy metals from the body by binding with them? He has all the money in the world - he could easily fast-track research into creating a new chelating agent to remove the palladium from the body. After that, he can regularly undergo chelation threapy every week or so while he continues research into a new reactor element at a more leisurely pace.
  8. No person would drive a rover after that long period of time. Besides, most rovers have appreciable battery banks so you'd get a lot more than few meters. Alternatively... we could just keep the RTG as is, which is my point all along. What we actually need are mid-game tiny RTGs and end-game Large RTGs - The current system of a single RTG is too restrictive for my standards.
  9. RTG's are only used as a backup power source, or a source to fill up some batteries. No matter how much the electricity output degrades, time warp will always fix that. You're adding an element of time in a game where time is inconsequential and can be sped up any moment of the day. Its going to fail.
  10. As a person who actually has a copy of SR2 i can confirm - even before i flew my first flight, i was spending far too mcuh time tweaking everything to get maximum dv possible. But the procedural tanks they have are much easier to use than anything - they would make better 3d modelling software than anything. But it gets kinda time-consuming.
  11. Managed to freeze ksp again, this time reloading a quicksave.
  12. This ofcourse means he won this right? give him the badge.
  13. Most of my prototype vessels have this really basic name, just so that I can save it. The final version is the one where i once again spend long moments agonising over creating an elegant and meanigful name, like how i nickname my Pokemon.
  14. Hey there. After updating to 1.7 and fixing the crew bug, I've found out that my RTG's stock and modded have stopped working. They don't generate electricity at all. Does anyone know why this is happening?
  15. SAS struggles to keep stability with engines with high gimbal range - AKA Vectors. This isn't a problem on extra-large crafts, but with small lifters (ab)using the Vector, SAS can induce very large wobbling as it continually uses the full gimbal range to correct craft - rather than using part of its gimbal range and decreasing the limiters as it gets closer to its intended position. Its fixable by reducing the gimbal range, but I wish to see this corrected. Another issue with SAS creating wobbling is when to crafts face each other, set to Target lock. A small wobble in either of them creates a larger wobble in the other craft, which is then mirrored by the original craft, creating a sustained wobble. This is more of a nuisance than anything, but it can interfere in docking. Other than that, I wish SAS would only grey out prograde/retrograde vector lock below 0.1 m/s or some low value. The current 1 m/s is too fast for my liking.
  16. You don't need a full cockpit for what can be done by a thin slice. It can be the same breadth as the Large Probe Cores, and it'll work.
  17. We need Mk3 and Mk1 Drone Cores. Something that smoothly blends with the fuselage, rather than a probe core that just juts out.
  18. Is it possible to hide all waypoints in map view and bring them up only if needed?
  19. @NerteaThanks a lot for the RLA Reborn Ion engine patch! I was kinda apprehensive about using it because its overpowered and I didn't know how to fix that!
  20. Welcome to Hubworld station, also known as EEEEEEEEEEEEEEEEEEEEEEE It has every facility known to Kerbalkind. Science labs, Cupola views, Large habitat space - slaps station this baby can hold so many kerbals in it (484 to be precise), large fuel volumes (~4.5 Kilotons of LFO, 4.8 kilotons of total fuel supplies, including Xenon and Monoprop), numerous docking ports of every size and shape, including klaws for those who left their docking port at home, and plenty of power thanks to those massive solar arrays.
  21. I did a polar circumnavigation of Minmus a few months back, for the Elcano challenge. I used waypoints to track my journey, and I got a bit too trigger happy about the waypoint generation, and as a result the whole route is covered in waypoints. I don't have the heart to delete all of them, since it took me nearly a week to cover all that distance. Si sometimes I wish i could hide them. Normally, so many waypoints isn't all that much of a problem, but since I've set up a Extraplanetary Launchpads Base on the same body, its getting tiring to ignore all the waypoints, and they also interfere in landing and maneuvering. So I was wondering is there a mod that can hide waypoints? If not, can someone make it so that their visibility can be toggled on or off?
  22. Honestly, no matter how much an RTG decays, you can still power stuff by timewarp. Especially ISRU stuff. It'll take longer ohoho, but KSP doesn't have a time limit, does it?
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