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This is amazing! This will fundamentally change the gameplay once again. Keep up the fantastic work @Falki!
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I honestly agree with the developer’s decision to make the game quickly and easily accessible to a newer demographic. I think was the right decision to open this game to the broader community. It would be great to have a veteran mode or “rocket scientist” mode that features the inclusion of well-designed, depth-enhancing game loops such as Orbital Survey, life-support, tech-tree re-orgs. I prefer that to simply just cranking up atmospheric heating. I think that’s a long-winded way of saying I agree with you and am grateful for your efforts to enhance the game play for the seasoned community. I think that’s what’s so valuable about the contributions of modders, you’re able to focus and dial-in great features such as this. I’m looking forward where you take this mod.
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bmcmahonwrx started following [1.3] Planetary Domes , Orbital Survey [v0.9.4 for KSP2 v0.2.1] , For Science! - My Thoughts (And Yours Too!) and 5 others
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I have a question.. does putting up multiple active satellites, say in a 120 degree polar comnet config, speed up mapping progress? I set up a scanning/com network like the aforementioned, but I couldn’t really tell if it helped and I didn’t have time to compare against a single sat mapping approach. It’s possible that the FOV of the mapping satellite is too wide for this multi-sat approach to actually improve upon a single sat with respect to the rotation of Kerbin. I haven’t done the math, just wondering. Either way, I enjoy the geometric networks, especially with the com-lines mod coupled with yours. Great work by the way, it adds a nice depth and additional purpose to building a satellite constellation. I think it would be great have a game mode where there was a great incentive to map a celestial body before sending live crew. I know @cheese3660 is doing a lot of work with the tech tree, missions, and flight restrictions. It would be really cool to have a game loop for veteran players to stretch out exploration and progress in a more logical fashion, though that is arguably not the kerbal way, lol. My appreciation to all the modders that are bringing this game to life so quickly, now that’s it’s finally playable.
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For Science! - My Thoughts (And Yours Too!)
bmcmahonwrx replied to Scarecrow71's topic in KSP2 Discussion
For sure there are some quirks and issues. I’m not have my parachutes detach, however I’m having trouble getting them to arm through staging . I usually have to go into the parts manager and arm them manually and then they deploy instantly because they’re below their trigger parameters. But I’m saving those line items for bug reports and have faith those items will get addressed. The game still requires a lot of polish but now they’re working with stone instead of a turd. Regardless of all the delays and initial state, I just wanted to give the Intercept team a solid pat on the back. I personally feel they’ve delivered something that warrants a well deserved break, a moment breathe, and hopefully opportunity to regroup for a strong 2024 update cadence (hopefully). -
For Science! - My Thoughts (And Yours Too!)
bmcmahonwrx replied to Scarecrow71's topic in KSP2 Discussion
I want to say my initial review was overwhelmingly positive and filled with optimism that was quickly tempered by the state of the game. I did not update my review to reflect my experience because I don’t believe in throwing shade a group of people that were working hard. I want to say after playing about 5 hours of the For Science! update that I’m resoundingly impressed what the Intercept Games team has accomplished this year. I’m finally playing Kerbal Space Program again and not some janky sandbox. It’s still Kerbal Space Program, therefore it’s fun, engaging, and has bugs and quirks, but like the original, the enjoyment far outweighs any drawbacks (Finally!!) I also have to say it’s beautiful! I did a low-altitude river run from inland to sea, and I could not get over how beautiful the water, shoreline, and color transitions were truly captivating… I won’t say much about performance because I have a monster rig, but my experience at first blush in For Science! has been exceptional. The tech tree and missions far exceed the KSP 1 experience, some quirks but well thought out. I can finally say I highly recommend this game. I look forward to what’s in the pipeline. Thank you Intercept Games for staying with it, righting this ship, and delivering a fun and engaging game. Take some time and enjoy the holidays. You’ve certainly earned it. Looking forward to KSP 2 in 2024! -
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Release KSP2 Release Notes - Update v0.1.1.0
bmcmahonwrx replied to Intercept Games's topic in KSP2 Dev Updates
I just want to say very impressive work on so many bug fixes in such short time! I see this as strong indication of the Dev team’s commitment to deliver in everything they promised and hope this builds faith among those jaded by the launch release. Honestly, I’m thankful to have been a day one adopter so I can share this journey with the team and community. The feedback loop and dialogue between Development and user community is honestly unreal. A special thanks to @Nate Simpson for not only pushing through all the early organizational challenges with this project, but his continued excitement, poise, and commitment to delivering the vision of this game through what was an objectively tenuous start. The future is bright! -
I can confirm that I have observed this multiple times. Have not identified a pattern though. KSP Version: 0.1.0.0.20892 OS: Windows 11 Pro Version: 22H2 CPU: Intel(R) Core(TM) i9-12900K CPU @ 5.2GHz RAM: 32.0 GB G.Skill Trident Z5 DDR5 GPU: NVIDIA GeForce RTX 4090 Suprim X Graphics : 4k native (all settings maxed)
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I have noticed that if a part is inverted from its default position and added to the craft, making connections to it with struts using any symmetry really confuses the program. They tend to cross over each other and clip through the part you’re trying to attach to. KSP Version: 0.1.0.0.20892 OS: Windows 11 Pro Version: 22H2 CPU: Intel(R) Core(TM) i9-12900K CPU @ 5.2GHz RAM: 32.0 GB G.Skill Trident Z5 DDR5 GPU: NVIDIA GeForce RTX 4090 Suprim X Graphics : 4k native (all settings maxed)
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I also am seeing heavily pixelated clouds, as well as extremely pixelated coast lines (think Minecraft) when looking back at Kerbin during dusk launch above the cloud layer. I’ll try for some screen captures tonight. KSP Version: 0.1.0.0.20892 OS: Windows 11 Pro Version: 22H2 CPU: Intel(R) Core(TM) i9-12900K CPU @ 5.2GHz RAM: 32.0 GB G.Skill Trident Z5 DDR5 GPU: NVIDIA GeForce RTX 4090 Suprim X Graphics : 4k native (all settings maxed)
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I have also noticed this on a Mun Land and Return mission, using only the small capsule as my source of EC. Maybe engine alternators were keeping it alive, but did not track with KSP1 expectations. I’ll try and add screenshots later. KSP Version: 0.1.0.0.20892 OS: Windows 11 Home Version: 22H2 Processor: Intel(R) Core(TM) i9-12900K CPU @ 5.2GHz RAM: 32.0 GB G.Skill Trident Z5 DDR5 Display: NVIDIA GeForce RTX 4090 Suprim X
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Flight Crew disappears after recovering in KSP2
bmcmahonwrx replied to Bogdanasaurus's topic in v0.1.2
I have also noticed this. Poor Val… KSP Version: 0.1.0.0.20892 OS: Windows 11 Home Version: 22H2 Processor: Intel(R) Core(TM) i9-12900K CPU @ 5.2GHz RAM: 32.0 GB G.Skill Trident Z5 DDR5 Display: NVIDIA GeForce RTX 4090 Suprim X -
Well I certainly appreciate the positive vibes. Maybe I’ll dig in. Worst case… I get to polish my modding skills.
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Thanks @JadeOfMaar for the heads up. Unfortunately, I don’t think I have enough coding experience to lead on a such an endeavor. I have some basic coding skills, but by the time I’d feel proficient enough to adopt this, KSP 2 will likely drive my efforts to obsolescence. Again, I appreciate the response.
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I want to say @Thrimm this is a gorgeous mod. I love the prospect of using it, but I’m pretty committed to my 1.12 career save. Any plans to bring this mood up to pace with the core game? I would certainly offer my assistance in any way. I have some limited coding skills, but I’m pretty comfortable navigating craft files. If you want to chat privately about known issues or what you think it would take to update this mod I’d be happy to discuss over PM.
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[1.12.x] Netherdyne Mass Driver Mod
bmcmahonwrx replied to linuxgurugamer's topic in KSP1 Mod Releases
I just wanted to add that I have been playing around with this for a few weeks and all of the sudden my craft(s) has started firing backwards as well. I can’t seem to figure out what I changed that is causing it. I have a separate craft that is still working as expected. So, I have a point of reference to work from. I will share my findings if I’m able to figure out what has caused most of my crafts to start firing backwards. I suspect it’s either related to my payload design, where it’s actually positioned with respect to the attachment node, or the clamping system I’m using to keep it from sliding out the back. Nevertheless, this is arguably one of my favorite mods to toy around with. There’s just tremendous entertainment value in firing a 100 ton craft, encased in a fairing out the end of a tube at >2,000 m/s at the expenditure of only electricity. My continued appreciation towards @linuxgurugamer for the work involved with resuscitating and polishing this mod. Now if there was only a way to “magnetically” constrain the craft to stay centered and avoid wall contact during launching ...