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Everything posted by SiliconPyro
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You know, I did for some time and I think it was accidentally removed during a code refactoring. Thanks for the suggestion.
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Oh, yes. Still working on a balance between fun and physics.
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You have to reach a checkpoint and drop them off. That will be explained in a future update. Not sure what you mean about gravity being selective.
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I've finally gotten around to learning enough Unity to make something worth sharing. Of course it had to be space related thanks to so many hours in KSP. It's still a work in progress, but here's Rocket Rescue: https://siliconpyro.itch.io/rocket-rescue
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The Name Change Thread (WARNING! ONE TIME ONLY!)
SiliconPyro replied to Souper's topic in Kerbal Network
Please change my name to "SiliconPyro". -
Redjoker is 100% correct. If you program your Teensy to act like a standard joystick with the fader as a throttle, KSP will have no problem with it. This plugin is unnecessary if all you want it a new input device, but if you want to get clever with your controls, like using toggle switches or even getting data from KSP and presenting it on a display built into the controller, then the hardware plugin is perfect. Please update us on your progress. There are a lot of us working on dedicated control devices.
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Right now, when you place your mouse over your craft's path, it just shows you a little dot where you can make a maneuver node. It would be helpful if it also showed you a little more information, such as your projected altitude and speed at that point. In addition, if you have a target selected it could show your target's position on its own path, so if you are pointing to one hour ahead, it would show where your target will be in one hour.
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Circularization Efficienty
SiliconPyro replied to SiliconPyro's topic in KSP1 Gameplay Questions and Tutorials
Seems simple enough, but I don't know if maneuver nodes really calculate for efficiency. It would tell you how to burn to keep your apoapsis below a certain altitude though. -
Say I have a rocket with poor acceleration. It has staged its primary lifting stage and is in a sub-orbital trajectory with an 85km apoapsis. My intent is to keep the apoapsis at 85km. Is it more efficient to start my circularization burn as soon as I reach 70km and steer below the horizon to keep my apoapsis from rising, or burn later and risk passing the apoapsis during circularization, possibly requiring me to steer higher? Obviously a circularization stage with a higher acceleration is ideal, but in this case, I'm just wondering what the most efficient option would be.
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Seen the .25 media videos? Any body notice...
SiliconPyro replied to Aethon's topic in KSP Fan Works
I hadn't noticed, but I guess I should go back and take another look. That would be nice, for sure. -
Oops. Attention to detail.
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Yeah, I scored an 80, so, not sure how to answer the poll.
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Ideas for the New Secret Feature in 0.25!
SiliconPyro replied to Lhathron the Elf's topic in KSP1 Discussion
It was specifically stated that experience players are less likely to experience the secret feature, not more likely. -
Ideas for the New Secret Feature in 0.25!
SiliconPyro replied to Lhathron the Elf's topic in KSP1 Discussion
I'm still hanging on to the hope that we get a moon like Titan. Man, that would be fun to explore. -
The Hands-Free Mission Challenge
SiliconPyro replied to Yakky's topic in KSP1 Challenges & Mission ideas
I need to get home so I can gve this a shot. This is my kind of challenge. -
Game Black screen
SiliconPyro replied to ArcticWolf's topic in KSP1 Technical Support (PC, unmodded installs)
Yup, happened on Minmus very recently. Kerbal fell to the ground (lightly) and I got a black screen instantly. My altimeter read all zeroes though. Map screen was blank too. I had to Alt-F4. -
[1.2] Procedural Fairings 3.20 (November 8)
SiliconPyro replied to e-dog's topic in KSP1 Mod Releases
It shields them regarding aerodynamic drag, it doesn't protect them. -
Ideas for the New Secret Feature in 0.25!
SiliconPyro replied to Lhathron the Elf's topic in KSP1 Discussion
If it's deformable terrain/buildings, it could lead into deformable parts. This would require a lot of new art assets. All of this has been said, I'm sure. Imagine though, the largest "part" in the game hitting KSC. I'm talking about an asteroid turning KSC into a smoldering crater. Game Over. -
Procedural landing gear mod?
SiliconPyro replied to Exerminator2000's topic in KSP1 Mods Discussions
Yeah, having only one landing gear option has been a pain. I would love to see some more variety and something dynamic would be awesome. -
It's actually the name of a Minecraft mod. I'll have to check it out in depth when I get home.