Gabe_Ruckus
Members-
Posts
25 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Gabe_Ruckus
-
http://www./download/qpeqmx8d69zrauu/cloudLayers.cfg Here's a version without the haze around Minmus, Mun, Moho, Eeloo, and Dres. Just drag and drop it over the existing file in the /Gamedata/BoulderCo/Clouds/ folder. @Proot: What were you going for with these, and is it maybe our GPUs that are making it look like an atmosphere? I'd like to see a screenshot of how they look on your computer to see if it's less pronounced.
- 3,403 replies
-
- renaissance compilation
- visual enhancements
-
(and 1 more)
Tagged with:
-
Yep, still happening. It's a shame, because every other part of the pack is great - I'm going to try and go in and manually delete the cloudlayers from the .cfg file later, if I'm successful I'll put the modified version up for people having the same issue.
- 3,403 replies
-
- renaissance compilation
- visual enhancements
-
(and 1 more)
Tagged with:
-
The cloudlayers.cfg in the BoulderCo folder still specifies a bunch of atmospheric layers, including the (Three!) I saw on Moho. I'm using an nvidia 780, latest beta drivers, if the clouds are fixed for you, are you using something similar?
- 3,403 replies
-
- renaissance compilation
- visual enhancements
-
(and 1 more)
Tagged with:
-
Downloaded the hotfix, unrared it right over the old files, and I've still got the haze around the moons, as well as Moho, Dres, and Eeloo. Looks very strange for bodies that don't have atmosphere.
- 3,403 replies
-
- renaissance compilation
- visual enhancements
-
(and 1 more)
Tagged with:
-
Otis, it's attempting to roll the ship so that the navball has a level horizon (The Zero in the roll field). You might try 90 or 270 for a rocket since they're rolled at a right angle from a 90 degree heading launching off the pad. You could also rotate the whole ship in the VAB so it starts out with the bottom of the ship facing east. That'll keep it from going nuts.
-
Hey, wanted to let you guys know the new version is MUCH more solid on the runway. I was able to fly the cargo plane around a bit before the back fell off, but now I can at least strut the fuselage extenders and mitigate some of that wobble. The example space plane was rock solid (Didn't make it to orbit, but that's my fault). I'll do some more testing later with a exploration vessel I'm working on, but on a whole it's much easier to use the parts. I was also wondering - maybe you guys could add fuel to some of the adapters and intake parts? They're HUGE, and sometimes it's hard to create the design you're looking for because there's no propellant in these parts. As they're bigger than the actual fuel sections, it seems like not having any fuel in them is a big waste of space.
-
I'm having a lot of difficulty putting anything together with the B9 pack, even if I build a ship in the SPH, the whole thing breaks apart at the joints between fuselage sections - this happens with any of the new ship parts. Are you guys just using the dev console for unbreakable joints when making these ships or something?
-
I've been putting extra docking nodes on the sides of large station modules and using multiple tugs. My tugs carry a lot of RCS, a little bit of fuel, and move with RCS or the little radial engines. Putting one on either side of a large payload and controlling from the docking point on that payload keeps things pretty balanced. The nice thing about the little RCS tugs is that they're pretty light if they're all RCS, and if you design a rocket to carry them you can deliver three or four to a station at a time.
-
He won't cut it down because it's this model, which he's passing off as his own. http://www.scifi3d.com/details.asp?intGenreID=10&intCatID=10&key=193
-
The spasms happen every 6 km travelled. They happen at launch +6km/12km/18km too, but since you're moving 6km every 3 seconds in orbit it's much more noticeable.
-
Use Xbox controller? Or any other joystick?
Gabe_Ruckus replied to rhn94's topic in KSP1 Gameplay Questions and Tutorials
I use the Xbox controller, you can map the axis in the control menu. I use left thumbstick for pitch and yaw, right stick for roll and RCS forward and backwards, and the D-pad for RCS translation control. The trigger's don't map correctly, so you can't bind them to roll the ship. The only negative about this setup is it's great for a spacecraft, but awkward to fly a spaceplane with the pitch and roll on different sticks. -
They do work! Granted, I went from being able to make Mun bases to barely making orbit after the patch, but it was nice to have to learn again to be successful. The changes add a realistic challenge with large rockets, and balancing fuel, weight, and thrust to make orbit and not tear the rocket apart with drag on ascent (Look up Max Q, somebody else mentioned it in another thread, makes a huge difference). I\'ve been struggling since the patch came out, and just made it to the Mun and back with a 3m lander last night. Just work towards it, the sense of accomplishment will be there!
-
0.16 Is even more challeng(er)ing
Gabe_Ruckus replied to Captain Lou's topic in KSP1 Gameplay Questions and Tutorials
I thought about force and acceleration as being the culprit too, but the increase in acceleration isn\'t THAT drastic as tanks empty out. The change in mass is much greater, and since F=M*A, there shouldn\'t be that much force. The whole rocket seems to sway all over the place with 3m parts, which combined with the thrust vectored heavy engine would send the force on the rocket in different directions from the actual direction of flight. That seems like it would treat the entire stage like a giant lever, and break the coupler or upper fuel tanks, those parts being under the most mechanical stress. -
0.16 Is even more challeng(er)ing
Gabe_Ruckus replied to Captain Lou's topic in KSP1 Gameplay Questions and Tutorials
Somehow, the new 3m couplers do give way under high thrust. I feel like it\'s got something to do with torque, because it seems to happen more as my tanks empty out. My lower stage will be on its last tank with that 1200 thrust engine, and then drive the whole lower stage into the top of my rocket. I\'ve yet to get to the Mun with the 3m parts, it\'s getting pretty frustrating now. Oh, torque. Torque is the relationship between mass and force. Force is equal, but the mass of a stack of empty 3m tanks is WAY less than a stack of full tanks, and that means exponentially more torque as they empty out. That\'s my best guess to the problem. -
Just have to remember motion\'s relative. Even if you\'ve got a high orbital speed, your speed relative to the ship should be really low (Unless you just sent them off into space with the jet pack). Eyeballing the distance works, or holding the mouse cursor over it for distance. Sorry if you\'ve already thought of all that, hard to tell how familiar you are with spaceflight from your first post.
-
Just launched my rover to my Mun base. The launch vehicle disintegrated at 25000 meters, leaving one engine strapped to two fuel tanks tied to the bottom of the rover. And it kept ascending, all 13 tons of it. Managed to get it into orbit, to the Mun, and deorbit above my base, but now I had no skycrane to lift the rover off the rocket and set it down. Ended up getting into a low hover, cutting thrust, and turning the rocket over as I detached the rover. I didn\'t cut thrust, and barely made it off the rocket, which spiraled away to crash. Managed to get the rover on its wheels and drive it the 2km to my Mun base. I guess it worked in the end, but I thought the mission was done when the launch vehicle came apart.
-
The Arma2 official forums has an offtopic board, people were discussing different space simulators.
-
I\'m using Kosmos space station parts for the Mun base, and NovaPunch rocket parts for the main rocket. The 6-way connectors were weird, they didn\'t want to work but I randomly rotated them until they snapped into place. Just keep hitting the rotate keys until they turn green. Landing rockets in the same spot turned out to be pretty easy on the equator, just do a hard retrograde burn and drop straight down on the site. It\'s easier with bases since you don\'t have to budget your fuel for the return trip.
-
Joystick recommendation (and avoidance) thread
Gabe_Ruckus replied to colmo's topic in KSP1 Discussion
Like Letum said, the Sidewinder precision and Force Feedback Pro sticks are the best you can get, if you can find one. I\'ve had the same Force Feedback 2 since it was released, and I\'ve never had any problems with it. Performs well in KSP, too. I\'m between apartments right now, though, so I\'m using a wired X360 controller. Mapped pitch and yaw to the left stick, roll and trans up-down to the right. The other translations are all on the left D-Pad, and the shoulder bumpers work the throttle. Assign some of the buttons to RCS toggle and advance stage, and you\'re all set. Works for spaceplanes too, even if the combined pitch/yaw feels wierd. Perfect world, I\'d be able to bind the triggers, but they don\'t read as being on the same axis in the menu. -
First, hello, been lurking around for a bit, but I\'m enjoying KSP more and more lately (And it\'s a game I can play with my kids, huge bonus), figured I\'d register in the forums. I gave myself a bunch of challenges with the stock parts, orbits, trips to the moons, a hangar full of working air (not space) planes, and an atmospheric X-Wing fighter. Figured I\'d try out some mods and ramp up my challenges a bit, and went for broke. Skipping the space station, I created... My first Mun base! I used a bunch of Kosmos parts and cobbled together a moon base. Set it on top of a 3 stage NovaPunch rocket and sent it on my way. First thing I learned, mod parts do NOT imbalance the game. Thought that would be the case, that\'s why I stayed away from them for so long. They do open the door on creating new challenges. Now that my Kerbals have a permanent base on the moon, I need to send them a rover, and put communications satellites in Mun orbit. Anyway, here it is, Mun Base Alpha! Descending with the transit stage still attached. Transit detached, lowering the station to the surface (Turns out I brought WAY too much fuel - I could fly the station to Minmus and back if I wanted). After two aborted landings, I finally brought the whole complex down to its new home on the Mun. Now I just need a passenger lander to swap out the crew every now and then. Attached the craft file for the whole base + rockets. What have you guys got?