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lemon cup

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Everything posted by lemon cup

  1. Just saw the footage and wanted to ask about one thing I noticed. At launch, water deluge kicks in and the whole pad lights up, then you see dozens of visible rapid shockwaves emanating from the pad. Does this mean the blast mitigation problem is still not solved? Was that a goal of this launch, or have they said they aren’t even worried about that yet?
  2. That is why I loved Editor Extension Redux mod from KSP1, and will never go without it. Pressing Space snaps the entire rocket to a preset height above the ground, based on the lowest point (not including clamps). Ability to use the translate tool on the parent part would be very nice too. Also, ability to hold Shift and click ANY part to select the entire rocket (in case the root part is hidden) which was present in KSP1 as well.
  3. Assuming that the system is anything like Waterfall mod for KSP1, that means any rocket plume you see in the game now can (and very likely will) be made better as time goes on with very little impact on performance, which is awesome. I’ve done a decent amount of tinkering with plumes in Waterfall, and you can achieve some really spectacular effects in no time.
  4. Been a while but if memory serves, the main telescope part comes from the mod “Space Dust” Meanwhile the service module is one of the habitat modules from SSPXR, which was then tweakscaled down and given a special Texture Replacer config to achieve the mirror-shine.
  5. You may be onto something here. As long as the lag spike (from calling up the full part list) is isolated to that specific button, and not just from right clicking a single part. As for the rest of your post, spot on.
  6. Slightly off topic but a I don’t think a separate thread is needed and this one seems to get good traffic. I was getting severe lag/fps drop inside the VAB building a large rocket, when previously I would only get very minor lag and occasional stutters. I didn’t have enough time to do much trouble shooting but it seemed to be triggered by the XL hydrogen tanks and largest nuclear engine. Is this a known bug that existed before patch, or has anyone else had this crop up post-patch?
  7. I encountered this last night plotting a return from Minmus. I was puzzled because when I started planning the maneuver, my gut told me I was going to burning prograde in the completely wrong spot on my Minmus orbit. But the maneuver node told me everything was good. Well I should have trusted my gut; as soon as I exited Minmus SOI, I was due to eject into solar orbit.
  8. Very cool mission Do you know of any way to see the pressure readings at the surface? I am not sure if that is even simulated yet or what. Obviously in KSP1 the heat and pressure made this type of mission impossible before any craft met it’s untimely doom.
  9. EXCELLENT craft design and excellent photography! Please keep it up, can’t wait to see the rest of the mission. Also kudos for getting this all in place despite all the bugs - no small feat.
  10. To be fair, we KSP players didn’t exactly come up with the idea https://en.m.wikipedia.org/wiki/Ulysses_(spacecraft) “It arrived at Jupiter on 8 February 1992 for a swing-by maneuver that increased its inclination to the ecliptic by 80.2°. The giant planet's gravity bent the spacecraft's flight path southward and away from the ecliptic plane.”
  11. My apologies, I was trying to remember off the cuff. It is MagpieMods that has the .cfgs, one of which should be SOCK. Delete it. Confuses me sometimes because it ties in with Texture Replacer just like TU. If you examine how Magpie Mods writes the MM patches that give parts shiny/reflective appearances, you can write your own custom cfg that handles that on a part-by-part basis, if you want. But as it stands Magpie just applies a bunch of patches en masse that basically amounts to: All Parts = Shiny.
  12. Is that not also accomplished when defining the “root part” (forgot what KSP2 calls it) with the 3 key?
  13. Textures Unlimited. MagpieMods go into that mod folder and delete the .cfg titled SOCK. has a bunch of configs for a ton of mods that it has no business supporting. That is why the Shuttle is totally shiny, it just applies the metallic look to all parts.
  14. Very nice take on EUS. We need some tank domes/hemispheres so you can really sell the look!
  15. @HammerTyme Love this one. Everything with the Kerbals from their expressions to their animations to their new hairstyles is just spot on.
  16. Tips for flying planes with WASD (yes it sucks lol): -Turn off reaction wheels -Caps Lock toggles fine controls when you want to make small/smooth adjustments -Toggle camera (V key) until you get to “capture” or “body”. These lock the camera to your vehicle, then you can orient it to the rear of the plane and it stays there. (“Chase” works but it recenters everytime you make a control input which is annoying)
  17. Maybe a good solution would be a UI button with a “?” (Or key symbol) that brings up a legend, listing all UI buttons and their respective hotkey. Maybe also a brief explanation of the function.
  18. “simply” “only” “just” “should work” Reduction fallacy
  19. Song was finalized before I came on board which was mid April of last year. At that point Halon was slated to do the work but was not involved yet. I was working from the Intercept side of things so unfortunately I have no idea who and what was brought to bear over at Halon to do their part.
  20. I helped in the making of this trailer. I don’t want to say too much because my involvement was fairly small but I can confirm that: -as of less than 1 year ago this was still just story boards -those story boards were drafted by senior creative devs at Intercept -Halon received those story boards and followed them quite faithfully.
  21. In my opinion (I know everyone plays KSP differently with varying degree of “realism”) you should use RCS for maneuvers like that.
  22. Glad it helped! I am out of practice in stock KSP and never really got the hang of Eve so I will have to defer you to youtube videos on that one. I can advise you on arriving though, which is nearly as in depth but can be summarized nicely. Your initial ejection from Kerbin matters a lot on how much energy you have on arrival. The more accurate your Kerbin ejection is, the less energy you will have to put into injecting at Eve. But equally important to the nature of your arrival orbit is your Correction Burns and Pre-Orbit burn that you need to preform in the coast phase. Even the most accurate transfer will probably need a small correction burn, the best place to do your first is at the AN (ascending node) or DN(descending node) of your target body, this is your opportunity to match planes and get a nice equatorial trajectory for when you arrive. A good rule is to pack a good RCS array that can fire in all directions. Once you execute the node, you can correct for error using small bursts of RCS. When nearly done with the coast phase, I like to plan a Pre-Orbit burn before entering the planet’s sphere of influence. This is a good spot to burn Radial In or Radial Out, trying to get your periapsis as close as possible to the minimal safe height, for max gravity breaking. Even better, try to enter on the advancing side of the body, the side that is facing “forward” as it orbits the sun. You can also do an aerobrake here, but be extremely careful with Eve! I recommend a powered capture into a highly eccentric orbit first, then whittle it down with careful aerobraking passes. So in a nut shell: plant a maneuver node somewhere close to AN/DN during coast. Then zoom into the target planet and adjust the node using the maneuver node tab on the lower left of the HUD. Plan more nodes closer the the planet to get as close an incoming periapsis as possible. There is more but I risk this becoming it’s own guide haha. I know there is lots more info on youtube, here are some keywords to get you started.: interplanetary match planes correction burn gravity break
  23. Hey long time no see! Station and photos look amazing btw, your progress never ceases to amaze me. I’m away from the computer right now and can’t remember where to find this, but there is a way to access the in-game Scatterer settings and manually change shadow quality distance settings. Yours are set to the default low number I reckon. @Pioneer_Steve @Beccab @alberro+ you guys know what I’m talking about?
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