White Owl
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Everything posted by White Owl
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Tier One Space Center CONFIRMED: It's a barn!
White Owl replied to Starwhip's topic in KSP1 Discussion
Yeah, I actually kinda like the trailers. I can tell a story in my head where the trailers make sense as the very first mission command. It's the junkyard that's the real sticking point. I know that ever since part descriptions were introduced, they included lines like "trashcan full o' boom" and "found by the side of the road." This is obviously a notion that Squad have nurtured for a very long time. I remember the story about the very first Kerbals being made of (stolen) wadded up aluminum foil and launched on model rockets... But how many players think of their spacecraft as being built out of trashcans, using parts found by the side of the road? How many stories have you read in these forums that embrace the whole junkyard aesthetic? Compare the hundreds of mod parts packs with a clean look, versus the three I can recall off the top of my head that deliberately tried to look dirty. How many YouTube or Twitch KSP guys tell stories about junkyard parts? Squad may like the junk idea, but I've seen very little evidence that many players at all like it. I believe most KSP fans embraced this game despite the junkyard lore in the parts descriptions, not because of it. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
White Owl replied to Ven's topic in KSP1 Mod Development
That makes perfect sense, really! But these parts have to fit exactly the same dimensions of stock parts, and the stock part has a protruding wheel. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
White Owl replied to Ven's topic in KSP1 Mod Development
When the landing gear bay was first introduced, I complained about the lack of torque links. So now I'm very happy to see this! -
Tier One Space Center CONFIRMED: It's a barn!
White Owl replied to Starwhip's topic in KSP1 Discussion
My issues with this base could be very easily fixed. Get rid of the junked trucks and sewer pipe. Change the scrap metal wall textures to brick, wood, or clean paint. Done. -
Tier One Space Center CONFIRMED: It's a barn!
White Owl replied to Starwhip's topic in KSP1 Discussion
I can get onboard with facilities much smaller and simpler than the current KSC. The trailers pulled into place and parked semi-permanently actually make sense for a startup base and don't look too bad. Simple wood frame equipment sheds also make sense and look okay. Hangars starting as quonset huts would be cool. But I very much dislike the entire baling wire, duct tape and scrap metal look to some of the buildings! Thank you earlier in thread for quoting Bac9's thoughts on Kerbal engineering. Let me add a big "yeah, me too" to everything he wrote. Stuff ingame doesn't have to look rusty and ugly to be funny. If a smooth and clean rocket falls over and blows up the launch pad, players will laugh just as much as if it were a rusty rocket. -
Pro Props - Wearable items for your kerbals. Updated to KIS!
White Owl replied to Locob's topic in KSP1 Mod Releases
Mountain Dew! Now we need sandwiches. By longstanding tradition, my Kerbals consume sandwiches and Mountain Dew. -
[0.22] UbioZur Welding Ltd. 2.0 Dev STOPPED
White Owl replied to UbioZur's topic in KSP1 Mod Releases
If I weld several RCS ports to other parts, will the RCS ports still function correctly? Also, has anybody tried welding procedural parts together? Will that work, or does Kerbin explode or something? -
I figure the NanoGauges are best used for unmanned craft. If you want lotsa gauges inside a cockpit or capsule, get Raster Prop Monitor.
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I picked up this mod for the good old trim indicators, and just now got around to trying out the actual NanoGauges themselves while flying unmanned spaceplane reentrys. I love the VSI that's more precise than stock, and can be placed next to the navball for better visibility. But I can't figure out what the vertical velocity gauge is for. Any chance of expanding the range on the machmeter? It only displays values up to mach 10, and flying a reentry over Kerbin in any scaled up RSS system means your vehicle can easily get up to mach 20 or more.
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
White Owl replied to cybutek's topic in KSP1 Mod Releases
The only reason I stopped using this and moved to MechJeb was the Engineer wasn't able to figure out thrust and delta-V when using Real Fuels, with the corrected Isp system that varies thrust with Isp. Has that problem ever been corrected? -
[V5.0 RC1 released] AeroKerbin Industries Modified IVAs
White Owl replied to MasseFlieger's topic in KSP1 Mod Releases
Hyomoto's MFD changes how the MFD looks and functions. This mod is a pack of configs to change the placement of instruments inside the cockpit. They're both perfectly compatible; use both at the same time. -
I'm having a problem with this mod. Most of it works great, but it won't remember my chosen setting for maximum skybox brightness. I want to set it at .65 for recording videos, but I have to reset it for every single flight. Actually launch the flight, change the setting, exit out to the main menu, then load the saved flight; that's the only way my custom setting will work. Once that flight lands and is recovered, repeat the whole process for the next flight.
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KerbTrack, which I'm using with my trusty old TrackIR. Headtracking is so very good for any kind of flight sim, and I'm delighted to finally have it working well in KSP!
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What mods can you not play KSP without?
White Owl replied to TannerBJ's topic in KSP1 Mods Discussions
The stock game's two biggest flaws are the nonsensical aerodynamics (which Squad plans on improving sometime, but not yet), and the lack of payload fairings. So if I could only have one mod, it would be FAR, so air and piloting in air actually make sense. If I could only have two mods, the second would be Procedural Fairings, so the tops of my rockets look good and make sense. There's a huge ridiculous pile of game-altering mods I enjoy, but those two are the most crucial. -
Forum Veterans [And New Members!]: What was your first post?
White Owl replied to Starwhip's topic in Welcome Aboard
In C7's spaceplane mod thread, I wrote: I just realized I still want that part, and I don't believe it's ever been made for this game. And I have never ceased bugging mod developers to add more cool stuff. -
First thing I think of is a log for each Kerbal, recording when they launch, commanding what vehicle, how long in space, how much EVA time... etc. Is that possible with this mod? Edit: Okay, I looked at the documentation and realized what I was asking about is exactly what you already mean by Kerbal experience.
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JebediahKerman42's Procedural Part Textures!
White Owl replied to Freedom's topic in KSP1 Mod Releases
Ooooo pretty. -
That's the Isp Difficulty mod, right? That mod was made because stock Kerbin is so small, reaching orbit takes a trivial amount of delta-V. That problem doesn't exist in any of the RSS scaled-up systems, so you're just pointlessly handicapping yourself. Most people use Real Fuels and one of the RF configs that makes rocket engines more capable than stock, not less.
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Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
White Owl replied to Raptor831's topic in KSP1 Mod Releases
I just tried this latest config, and had a weird bug. The game hung on loading the stock LVN. Reverting back to the previous config fixed the issue. -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
White Owl replied to Raptor831's topic in KSP1 Mod Releases
Thank you, Raptor. -
[0.25] TT's SPP MK2 Nose - Pointy front for your Spaceplane!
White Owl replied to TouhouTorpedo's topic in KSP1 Mod Releases
This part, plus the radially attached old inline cockpit equals a fantastic front end for spaceplanes! -
Okay, first post is updated. Took awhile.