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IvanTehFennec

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Everything posted by IvanTehFennec

  1. While it may sound good, I do think it'll add up to just too many parts to deal with. I feel this sort of thing would go great in a mod-pack.
  2. Maybe because you necro'd a year-old thread. Read the last post date before replying.
  3. It doesn't change the fact that it's shoddy tech support based in India. Call their phone line, it's much more reliable.
  4. With practice, it could be. I've built a kilo-ton craft in orbit, using quad-docking ports spread out quite wide. With practice, you'll learn a lot of tricks to dock easier and more efficiently.
  5. To practice docking, just make two small craft with plenty of RCS, and electricity/lights. Get them to orbit, and then try and follow one of the many, many tutorials out there. Once you've done it once, it only gets easier, I can assure you that.
  6. Nice designs, but you should try flying manually. Imo, it feels a lot more rewarding.
  7. Any idea why the sound sounds distorted? It's frequency/pitch seems to change with your descent rate. What gives?
  8. I was going to go to the Mun, but Jacques saw how tall the ladder was, and decided to just plant a flag at KSC and call it a day.
  9. Source engine currently does this with Demos, and TF2 even added a "Replay" system, which just actively took demo's server-side, and then allowed the player to download portions of it. I think it'd be a great thing to add to KSP, especially for film-makers. It'd make making videos a much more user-friendly task, and allow more people to do it as a result. Though, it's not something KSP needs right now. It's something that should wait till much further down the line.
  10. Still, WAV would be a better choice, and since I could give Cryphonus some HQ sounds, I think it'd be a good choice.
  11. Any way you can switch to WAVs? ogg is awful quality, and in my game it sounds like complete garbage. It modulates like hell, and is really quiet. I have a full suite of HQ GPWS sounds from Boeing if you need/want them for use. That way you don't have to scour crap-tier addons on Simviation to find them.
  12. Still, I'd love to see one. I hate how blurry the suit it as it stands.
  13. How about a Hi-Res EVA suit? Just a re-tex of the standard one, but hi-res. Is an 8k EVA suit possible?
  14. You wouldn't be able to load the editor scene without using up ALL of the resources on most devices' RAM, even on the newer devices.
  15. Because it's un-needed for the most part. It'll sap RAM and CPU usage away when you need it.
  16. Well, Kevin, you should probably be able to kill AVG entirely, and DTSRVC since Samsung is dumb about bloatware, even with their monitors.
  17. I'm quite glad that Buzz and Neil won over something stupid like "More Boosters". They actually have meaning.
  18. I used MechJeb to learn how to do pretty much everything in KSP, and once I learned to do it on my own, MechJeb became just something that was in the way constantly. Around 0.16, I dumped it. Good on you OP for finally making the leap to [redacted]. You have much to learn.
  19. I'd imagine it'd be pretty hard to code something like this to work with any/all designs, but it'd be pretty neat to have. Sounds like something a mod-maker could throw together.
  20. Artyom did some amazing things, and it's absolutely beautiful.
  21. But then you'd have to load the parts into RAM for usage on the app, along with any editor scenes, etc. That's at the bare minimum 500MB of RAM, and even the newest iPhone has only 1GB of RAM. It'd run incredibly slow, and probably would crash a lot.
  22. Because Scott Manley is tiny compared to KurtJMac's popularity and viewer-base, not to mention Scott's not that good, really.
  23. How the hell wasn't it known by now? They mentioned it several times during the KSP-TV Marathon. Does no one even watch that?
  24. The parts alone would require 400MB of RAM to load. That's a LOT of RAM usage for a mobile device, and that's not even counting the building scene, the logic, etc.
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