White Owl
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Everything posted by White Owl
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Chrome Everything It's Soooo Shiny Eye of the Beholder Sunglasses Required Magic Mirror Shinier Than Sputnik Polished Metal Bling yo Rocket
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[1.3+] Stockalike Station Parts Expansion [retired]
White Owl replied to Nertea's topic in KSP1 Mod Releases
Not a dumb question at all. The current situation is kind of confusing. This parts pack, in this very thread, is SSPX. Very soon, Nertea will release a new parts pack also called SSPX, that will improve upon and continue this current mod. When that happens, this mod will become SSPX Legacy, or some other similar label. -
[1.3.1] [TRR] Diverse Kerbal Heads v1.1 (11/05/2017)
White Owl replied to klgraham1013's topic in KSP1 Mod Releases
Dude! I was just looking around for exactly this, earlier today. Nice work.- 56 replies
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- heads
- texture replacer replaced
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I was delighted to find that KSP's TrackIR function is actually working again in 1.3.1, but then I was saddened to find this wonderful mod appears to no longer work. KerbTrack's implementation of headtracking was always so much better than KSP's default. What would it take to get this mod working again?
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So I'm looking for a heads texture pack. Not one of those creepy human-alike things, just some variation in my Kerbals' haircuts and whatnot. I understand about changing old texture packs to work with TRR... but where are the old heads? The first post of the old thread is full of dead and outdated links.
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[1.2.2] SOC: Simple Orbit Calculator v1.5.0 (1/12/2017)
White Owl replied to stevehead's topic in KSP1 Mod Releases
Still works fine in 1.3.1. I love this mod. -
Surprising that nobody yet mentioned the theory that Kerbals grow on trees. When a Kerbal dies, the body breaks up into a cloud of spores. Some of those spores find fertile ground and grow into more trees. This is why the little guys don't particularly mind dying in rocket explosions: it's a good way to spread their spores over a large area.
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This is a solid choice for a first-timer's joystick. It's easy to find. It has a small desktop footprint. It has a twist-handle for the yaw axis, and a built in throttle axis. It has just enough buttons to be usefully and creatively configured to taste. And last but most certainly not least, it's relatively inexpensive. By the time you use it enough to wear it out and start looking at upgrading, you'll have developed your own opinions about what kind of hardware to buy next.
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I have long dreamed of having all the most common plane fuselages and major mod expansions to those fuselages reskinned in properly reflective bare metal. I don't care how unrealistic it is for spaceplanes to look shiny silver... it'll be seriously badass! And that vision might possibly become a reality if you make these pbr whatsits available to other modders. Please, please, pretty please.
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What was the hardest decision you ever had to make in this game.
White Owl replied to 322997am's topic in KSP1 Discussion
The same decision I've been constantly pondering for years, with no resolution in sight: "Is this the KSP version and mod collection that will finally allow me to play the game how I want to play it, with custom tweaked realism settings, truly long-term missions, multiple planet packs, awesome space shuttles, huge space stations and interplanetary motherships, all piloted effectively in IVA, with playable framerates and no game-killing bugs?" One day, it will happen. I will have a KSP install that will become my definitive version, and I'll enjoy it for a long time instead of repeatedly starting over. My dream. -
VR - Let's take it to next level
White Owl replied to karamazovnew's topic in KSP1 Suggestions & Development Discussion
Piloting any kind of simulated vehicle — in KSP or otherwise — is almost always better/more fun from the cockpit view... if the game is set up properly. Right now KSP only works this way when modded fairly heavily, and ideally the player needs some controls better than a keyboard or gamepad. Personally, I use a joystick, rudder pedals, and TrackIR. (Although KSP's TrackIR implementation has been broken for a long time, and I haven't yet tried 1.3.1 to see if it's any better.) Piloting any kind of simulated vehicle from the cockpit view — in KSP or otherwise — is almost always better/more fun in VR than on a monitor. This kind of gaming/simming is what VR excels at, far more than other genre. So I would absolutely love having the ability to pilot my KSP creations in VR! I'd even be okay with a partial implementation, where the IVA flight scene is the only thing rendered in VR, and the rest of the game still takes place on the monitor. Go IVA, put the headset on. Go to the map view or KSC or VAB, take the headset off. Same way I've been using TrackIR in KSP, just a different peripheral. People tend to forget or ignore KSP's flight simming roots... the whole reason IVA was added to the game in the first place is because HarvesteR and other devs weren't only Orbinauts, but also flight sim fans. So all the benefits that make VR good for flight sims, also make VR good for KSP. The acknowledged majority of the player base who don't pilot IVA now won't be affected at all if the current headtracking system can be made to work with VR. -
I lost all my craft because i deleted the save file
White Owl replied to Legopilot's topic in KSP1 Discussion
I'm sorry. That sucks. On the bright side, you have now learned the value of backing up your saves. This lesson will serve you well for the rest of your life, no matter what kind of project you're working on. -
[1.8.x] Monthly Budgets 5.0.1 (22/12/2019) - UP FOR ADOPTION
White Owl replied to severedsolo's topic in KSP1 Mod Releases
Thanks for this. Monthly Budgets is an essential mod for career mode; equally as important as Contract Configurator and selected contract packs. -
[1.12.2] BARIS - Building A Rocket Isn't Simple
White Owl replied to Angelo Kerman's topic in KSP1 Mod Releases
Let's say I wanted to tweak the overall integration time, to make the default longer or shorter. Would changing the min and max number of workers in the constants file be a good way to accomplish that?- 571 replies
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- baris
- part failures
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[1.12.2] BARIS - Building A Rocket Isn't Simple
White Owl replied to Angelo Kerman's topic in KSP1 Mod Releases
Just built up a new install to try different mods, and my first impressions of BARIS in a new career are generally positive. It's fascinating that I now have to determine exactly what quality level I need for a booster to be manrated. And I love the natural pacing that emerges from the vehicle integration system. Fun mod.- 571 replies
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When your own ideas and efforts pay off with something new and beautiful — living, flying beauty from your own imagination — there is nothing better in all of simming/gaming.
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
White Owl replied to Pak's topic in KSP1 Mod Releases
Even if using procedural wings or some other option, you still need to remove the ModuleLiftingSurface from the flat-bottom fuselage pieces. Easy enough to do that much, but still... no FAR patch for the body flap and elevons? I gotta believe that somebody before me has wanted this.- 2,351 replies
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- space shuttle
- parts
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
White Owl replied to Pak's topic in KSP1 Mod Releases
Are my search skills failing me, or is there really no FAR patch for this orbiter?- 2,351 replies
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- space shuttle
- parts
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I've thought I would like to have a visual representation of pipes and wiring harnesses, showing how various components are run. Sounds like your proposed mod would work for that, if desired. So that's cool.
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Having sampled many many scales, I've gradually developed a custom config with multiple mixed scales. It's based on OPM, with all planetary distances at 6.4x. Kerbin and most rocky bodies are 3.2x, since I find that works very well with stock and stockalike parts; rockets look very rocket-like, SSTOs are just tricky enough, piloting a spaceplane through reentry takes just long enough to be interesting, it's reasonable to fly a mach 6 plane to the other side of Kerbin in one sitting, and there's an absolute minimum of fussing with part configurations. Itty bitty potato moons are typically left at stock size. Some other moons are 2x. Gas giants are 6.4x, so they appear reasonably bigger than the moons. Kerbin's day is 24 hours, and the sun's gravity is tuned to make Kerbin's year 365 days long. The whole system has RSS-like inclined orbits. I relocated KSC to a coastline in the southern hemisphere, just close enough to the equator to make launches direct to either the Mün's or Minmus' inclination. It's a lot of fun.
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It's a little bit awkward to do, but you can open each craft's cfg in Kerbalism's menu and click on the green checkmark by "show links" to turn off the green lines. It's the same place to configure what messages pop up. I like to leave one or two dedicated commsats' links visible, and turn everything else off for that particular moon/planet.
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Bummer. I should have remembered about this. Just docked an exceptionally cool cryogenically fueled spaceplane to my station, focused on another satellite for a few hours, and killed another crew. Very sad.
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Is there a way to set the default behavior to do not give a message for signal lost and signal regained? The other messages are useful to me and I want to continue to see them, but it's slightly annoying to have to remember to turn off the signal messages for every single probe.
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[1.3] NavBallTextureChanger v1.6 (8/7/17)
White Owl replied to TheRagingIrishman's topic in KSP1 Mod Releases
I really like the looks of @Zasnold's grid design, but I don't like the stock colors. Now I'm considering trying to imitate the design, but with black background and high-contrast colored grid.