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Atlessa

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Everything posted by Atlessa

  1. Just did (version 1.8.1), and it works as advertised, however the performance hit while parts are actually 'sparking' is TREMENDOUS. I like to think that I have a fairly beefy system (Ryzen 2600, GTX970 and 16GB of RAM), and things crawled down to maybe, at most, 30FPM. That's Frames per MINUTE. As in, less than 1FPS. Kind of a shame. It really looks nice when it works; which is when only one or two parts are touching the ground. But how often does that really happen?
  2. There was a mod I had a few years ago that I'd like to have back, but I can't remember the name. It was fairly simple, all it did was retexture Kerbin so it looked from the air and space as if there were cities built on it (I seem to recall there were even lights for the night side of Kerbin), but when Rovering around on the surface there was really nothing, and the textures weren't nearly high enough quality to make out any details from so close. Would love if someone can help me find this again.
  3. Thanks a bunch, I will try it out in a bit. Edit: This worked so well, I ended up warping around the system for 8 hours straight. Sorry for the delayed response, and MANY thanks for the drag-cube config. Maybe that could be included in the next release?
  4. Has this ever been done? If so it's broken. If not... please do? I can't get any version of the Warp Drive into orbit without MASSIVELY overbuilding the booster in terms of dV, and flying it on any of my spaceplanes is right out.
  5. It does do be like that.
  6. Title almost says it all. While in a vehicle, I don't have the Kerbal portraits on the bottom right. I also can't switch to IVA view. I assume these two are related. It looks as if the vehicle was a drone... As soon as I go to EVA (by manually clicking a hatch) the portraits appear, then disappear again when the Kerbal re-boards the vehicle. Tried in career and sandbox mode, issue is persistent, 100% of pods tested, though I did not test ALL manned parts for this.
  7. That last one... that's the VAB. I don't know how and why the water level got so high (bug, couldn't reproduce), but I thought it looks really neat.
  8. Thanks SO much for these. Now to re-engineer my spaceplanes to employ them...
  9. Take another, closer look at it. It's Jeb doing aileron rolls in a jet, but what this showcases is that g-forces affect the Kerbal's posture now (he's not sitting completely upright. His helmet is tilted to the left a bit)
  10. This sounds pretty much like what I always wanted to build in KSP: The 'Pride of Hiigara'. AKA the mothership from the Homeworld games.
  11. That's debatable. As you may have noticed. People are debating it. But I felt this was the core of your argument, and I STRONGLY disagree. You may like it better, the majority (going by responses to this thread) would like it less.
  12. Oh I am in no way worried about this. I definitely recognized some Mk2 shape parts in the cinematic trailer, and I am confident they will be in the game. But in the spirit of the thread's question, that is the first thing that sprang to mind.
  13. I would probably get the game anyway, but I will be VERY sad if there won't be any planes/spaceplanes/SSTOs in KSP2.
  14. My guess is that they plan to have cosmetic, straight-buy MTX for sorts of texture packs. Like 'beaking ground' style EVA suits for 4,99. Or 'dark' textures for all parts; 12,98. Stuff like that. Mandated by T2. Since colonization is gonna be a thing, I hope "snacks" will be one of the only few resources they add. Basically a catchall term for everything a kerbal needs to survive, including food, water, breathable air and waste management. Otherwise it could quickly get WAY too micro-managy for the majority of players. -> Can always mod in more complex systems for life support.
  15. Looks fine as far as I can tell For what reason should those be different than what is shown in the game?
  16. Oh that's absolutely given. Otherwise my 1.25m tanks would melt on ascent (I tried. Hence why I wanted this patch in the first place). This failure happened on reentry. What I don't understand is why two different parts with the same temperature tolerance (according to the editor readout) has one melt on reentry while the other survives MUCH heavier punishment.
  17. Ok, I did everything as described, and the game seems to apply the patch as intended, but for some odd reason the 1.25m tanks still blow up WAY faster than the Mk2 ones. (though nowhere near as fast as before) Any ideas why that might be? ... considering how easy things felt to me since installing DRE, I'm almost inclined to think that the 1.25m tanks are exactly where they should be, but the Mk2 parts are much more durable than intended.
  18. Okay, but where does the code go? Is it a seperate patch that comes after a @PART[name of the tank] or does it go straight into the tank's .cfg?
  19. I understand the first part (just need to figure out the names of the parts and what values to give them), but where do I put the update patch... and how do I buy it in game?
  20. How do I make the script recognize a part as a 'spaceplane' parts? I have some Mk2 profile parts from other mods that burn like paper on reentry. Also, for myself, I'd like to use 1.25m tanks on my SSTOs, so I would add them as well, once I know how.
  21. Here's an idea, a best of all worlds kind of one: An engine that uses HIGH amounts of electricity and small amounts of liquid fuel (as reaction mass) to generate low thrust, high efficiency propulsion. A Gauss engine of sorts. ... highly experimental.
  22. 'Authority limiter' for the steering on rover and landing gear wheels. 'Deflection rate limiter' on elevons and similar parts 'Vessel Velocity' as an axis to use with robotics parts etc. (use cases that come to mind would be tilt wings like on the F14, or to limit authority on elevons at higher speeds) Dedicated keybinds (instead of having to use action groups) for extending solar panels, radiators and antennae. Similarly, keybind options for 'toggle afterburner' and 'reverse thrust'. Automatic thrust balancing, to help with VTOLs or even slightly offset engine placements. As an extension of the above; Throttle controlled avionics. Reduce engine thrust on one side to aid Pilot/SAS control input. (extend to propeller deflection if that is not already a thing) Edit: Option to have SAS, RCS, soft controls etc. active when launching a vessel. (There's a mod for that... Why not make it a stock function?) 'nother Edit: Allow us to save our customized difficulty settings, please? I usually start a new campaign with every major release, and I tend to forget certain settings (that can NOT be changed later), and then I have to do it all over again...
  23. I absolutely love this mod. It's usually THE first mod I install after a clean sweep. (it happens... I'm messy with my installs... but that is my problem and not the reason for this post.) Lately I have noticed two parts that I am kind of missing though. 1: A high-ISP, low(ish) thrust, relatively lowtech vacuum engine for upper stages. Think Terrier or Poodle. I currently use the Wedge in this role, but that's far from low-thrust, or low tech, and ISP is not that great either. 2: A scaled up electrical (Ion) engine. The Spirit certainly has it's use, but I find myelf using a bicoupler and some variant of Hall-effect or Plasma thrusters from Nertea's Near-Future mod instead at some point. A MK2 shaped variant of that would be nice (even if it's the exact same model) Also I sort of second "Redacted" on his notion of a purely electrical air-pushing engine, but why not make it a dedicated ENGINE. I'm thinking the Vector would be a nice base design to work off of.
  24. Also the load craft menu has a 'merge' button that seems to do something akin to what you ask for? I haven't used it very much so I don't know for sure... And some re-rooting of the subassembly indeed may be needed.
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