lammatt
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Everything posted by lammatt
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this is like photography of cos a master can shoot with a point-to-shoot and still manage to get good pics. in a point-to-shoot there's no spot metering, there's no histogram,it has poor ISO performance, and you dont actually have control of almost anything regardless it's the aperture or the shutter. yes, a master can overcome the lack of autonomy on the machine with his experience and technique. but why the hassle when your 5D3 or 7D or 1D offers you a huge ISO range, crazy shutter speed, bultin off-camera speedlite sync, spot metering, curtain sync options, and all sorts of other things no it doesnt make you a pro having the gear instantly. but yes, as long as you know WTF you are doing, having better gears makes making a good pic A WHOLE LOT EASIER same here for sticks
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of cos this is true. but imo, once you get the feel of flying with a stick...(which is VERY EASY... it takes no more than a couple of hours playing any flying games... whether it's dog fighting games or FSX) you soon find a cheapo one not good enough. you will want a hotas. then you will want a rudder then you will want more sliders then you will want more buttons and the list goes on. so... i really dont think spending money on an entry level stick (2axis+throttle) is worth it. anyone thinking of buying a stick should think of getting at least a configuration of 3axis+throttle+a couple of sliders. (rudder is good too if you have another $100 disposable)
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of cos it is. the point is, you get what you paid for. there's a reason why some sticks are $50 while some other are $500 eg. with a cheapo stick, you dont get a hotas + rudder set up you dont get thousands of POV hats and sliders and buttons you dont good get ergonomics the stick doesnt use a hall effect sensor (this doesnt actually matter much indeed IMHO, who cares about its mechanism as long as it works flawlessly) . . . dont get me wrong, any stick with 4 axis can do ANY flying game (X,Y,Z rotation + throttle) but having 6 axis simply puts you into another experience. (X,Y, Z translation and rotation...while you technically dont get 6axis in KSP cos the RCS is on/off instead of being analog, but you know what i mean)
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true. the more axis your stick has, generally the better and for KSP which you have 6degree of freedom plus a throttle, you want to at least get those mid-range sticks (x52 or anything higher. Thrustmaster's Hotas X isnt good eough because it has 3 axis only)
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RCS is pretty much dead weight most of the time to me unless i have to dock in your mission otherwise, i always fly RCS-less
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Atomic Rocket Motor - Fix for jammed fairings [With Video]
lammatt replied to Targa's topic in KSP1 Discussion
a more simple fix is, press [ and then ] or press ESC >>space center >> tracking station >> select ship and fly boom the stuck fairings are gone -
i have an X52 and a Logitech F710 and i tried both on KSP there are input delay issues for the stick. (i believe many of us who tried flying with a x52 stick in KSP encountered this too, they say it's probably due to saitek's driver) and using a gamepad doesnt actually feel right. so... until the input lag is fixed, i think playing on a keyboard and mouse is a better option.
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that bug which spawns a copy of the ship at the exact same position that leads to explosion when switching vessel re-appears again
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i mean... extra = excessively excessive. i know i do if the weight is manageable, which usually is for the return capsule... (a 180unit LFO tank with a 909 yields around 2km/s of dV, why not) i do this because it's more than often i forget to put a parachute on the capsule after it's launched into the skies. and this extra fuel saved my kerbalnauts hundreds of times because it allows a powered landing. how about you?
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does this work with 0.24.2?
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if you are using AMD platform use AMD's Raptr
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is there anyone kind enough to send me a link of a fool-proof pack of B( that works with 0.24.2? please
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
lammatt replied to stupid_chris's topic in KSP1 Mod Releases
the chutes doesnt show up in the staging it cant be deployed by staging and cant right-click to deploy either. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
lammatt replied to stupid_chris's topic in KSP1 Mod Releases
and now .24.1 messed this up again. -
i believe most of us have run into this problem in which we at some point installed a huge mod which has hundreds of parts after we had gone pretty deep in the tech tree. and is forced to click the parts in the previously unlock node to unlock them one by one. so, is there a way to do it all at once? or...at least not as stupid as having to click the individual parts one by one?
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this has been asked a trillion times already... but, no, the game is identical. good thing for steam: 1. update server download is a thousand times faster 2. autoupdate 3. trading card ($0.1 X4 is still money) bad thing for steam 3. autoupdate (you can disable it anyways) 4. steam overlay is bothersome
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spam accept "science around _______" contracts
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the ejection force is way too weak, can anyone tell me where in the .cfg governs that?
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early game rescue missions are way too easy for too much gold.
lammatt replied to lammatt's topic in KSP1 Discussion
you have to switch vessel when it prompts you found him. and then you EVA him to the ship -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
lammatt replied to ferram4's topic in KSP1 Mod Releases
not exactly i am talking about it is gaining speed like when you released v0.13 when the plane gains speed like crazy until it breaks because of structural failure. i dont think real world works that way. in the real world you cant gain total internal energy, can you?- 14,073 replies
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- aerodynamics
- ferram aerospace research
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early game rescue missions are way too easy for too much gold.
lammatt replied to lammatt's topic in KSP1 Discussion
for beginers who dont bother reading, here's the TL;DR Remember you learned the Kepler's laws in highschool? now, you know how to rendezvous. -
lol... poke i like your choice of word. but no. a space ladder/elevator/tower/howeveryoucallit is not physically possible in 2014 (aka this year)
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yes, i think the same way too. impossible contracts are ok, if you think that way. or... you can even think they are crocks aiming at you who accept jobs brainlessly and then proceed to claim $$ when you fail the task.
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early game rescue missions are way too easy for too much gold.
lammatt replied to lammatt's topic in KSP1 Discussion
seems like you are trying to sound cool. but no. just no. -
i think landing a launch clamp on the Mun is harder than flying it. cos... you know...if you have to land it on the mun, you have to had flown it. and... try not to sound smart before you know what you are talking about. TT18-A is the launch clamp