Fluke
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KSP2 Release Notes
Everything posted by Fluke
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And here I was going trying to come up with something like this for the statue of liberty inscription. Haha
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Excited for pretty much everything. The new UI looks great. Excited to see all the revamped planets/moons. Eventually interstellar. The Tutorials seem great.
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Agree 100% MSFS had every temp on my 8350 and 1060 and mobo at max Temps in the beginning. Those specs were impossible to play with before massive optimization. I suspect KSP 2 will be similar.
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The 1060 suprised me for a long time. It's still a pretty strong card if ypu can tweak the game right to it.
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Wow, color me extremely suprised. I thought my 3060 would be a little overkill. Thankfully I upgraded from a 1060.
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Scratch programming language
Fluke replied to MStefan99's topic in Prelaunch KSP2 Suggestions & Development Discussion
Learn something new everday! I bench test things on arduino all the time, after your post i googled it and relized there is an interface for that. I'll do that at work tomorrow, thanks! /Last off topic post. Haha- 92 replies
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Fluke replied to MStefan99's topic in Prelaunch KSP2 Suggestions & Development Discussion
You'll laugh at how identical this is. https://youtu.be/KduqW6EQ67E- 92 replies
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Fluke replied to MStefan99's topic in Prelaunch KSP2 Suggestions & Development Discussion
I can only speak from a robotics standpoint, but being able to drag and drop complex commands graphically (the software already knowing how the statements need to end) then filling in the easy parts is far easier than memorizing and building the program structure by typing out everything and using auto-complete/suggestions on simpler commands.- 92 replies
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Very well said and to the point. Sometimes it feels like the MSFS forums sround here. The engineer in me appreciates "real time liquid condensation simulations" haha Couldn't agree more, were so close, just have to wait and see!
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Your 1060 is going to be fine. Programs like SpaceEngine and MSFS run with a playable framerate on my 1050. Completely agree, ive played MSFS in VR on a 1060.
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Guess we'll see on the 24th!
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I can see that, but take a look at the left hand side by the water tower where the explosion isn't straight. The angle of that almost matches the angle of the pit. Like it is volumetric and is giving the explosion direction and velocity change.
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At first I thought it was a pretty stark line on the explosion effect, but it looks like it's the sharp edge of the "pit" and the explosion hadn't made its way out if it yet.
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This will make my obligatory "space junk deorbiter" craft even more exciting after pushing things out of orbit!
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That's just teasing show a heat shield and no reentry effects!
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The first thing I thought when I saw the zoomed in file folder was all the antialiasing complains /s
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Ah, that could explain the squares at the rear of the cargo bay.
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This is the second time now where there is a part with a red green and "unlit?" lights? Do we know what they are or have thoughts?
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I feel like that's the plan. With all the talk in other posts about a marketing campaign...Wouldn't it be perfect to have full tutorial videos every friday, 4 in all until launch!? Cover the basics up until orbit or something
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New forum member here :) I have been playing KSP for years and years now, and recently decided to try out RSS/RO/RP1 for KSP 1.8.1. I (believe) that I followed the install instructions explicitly as outlined on the RO/RP-1 Github. The install works great except for one thing I noticed after I had flown a bunch of missions. Most of the engines I use are from ROEngines as it removes the duplicates from some of the other mods. What I noticed was that the A4, RD series, and one other all have the same 3D model as (what I believe) is the A4's. If I use patch manager to disable duplicates, Ven'sStockRevamp has the correct 3D model for the RD series, but not ROEngines. Is there a mod conflict I could be missing?