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KSP2 Release Notes
Everything posted by jfx
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Either reddit or g+ for me. My initial post about KSP on another forum is from 2011-07-20, 16:30:07 - no Idea what Version was out back then
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Mechanical Mouse Industries - Kethane & Payload Packs Released!!!
jfx replied to Dani-Sang's topic in KSP1 Mod Releases
As for the "cant return to space center bug": Happened to me after EVA with MJ "kill rot" activated. Workarround: Doubliclick another Craft on your Map > Space center > return to your original craft > bug gone. Seems like the game somehow thinks your vessel is still under acceleration and thus doesn't let you use the return button. Not sure if this has anything to do with kethane. -
I don't think they raised 100% of the funds via Kickstarter - I'd imagine that they still have some of their own funding and some cash flow from that MNC game The artistic style is perfect for this kind of game - no fluff whatsoever! Also even with 900.000$ it will still be one of the larger kickstarts once sucessful. Robot artillery and linux support - it keeps getting better! Only thing that makes me sad is the intended release date :| Any info yeton when they plan a beta?
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Orbital injection of my soon-to-be münar ketheen refinery: imgur album with more pics Ready to launch(126m heigth):
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Mechanical Mouse Industries - Kethane & Payload Packs Released!!!
jfx replied to Dani-Sang's topic in KSP1 Mod Releases
Another way to fit the Kethane sensor: 1) Attach as many tanks/kethane tanks as you want arround a MMI regular Hull. 2) Attach MMI thin hulls on top of them 3) profit! - more than enough available hardpoints. -
Launching refinerys is thirsty work. Replacing tiny stock tanks with larger mod parts helps easily for bigger rockets. A LFC2x12 tank from the KW pack replaces 3 1/2 stock 2m Fuel Tanks. Same goes for SRBs: To provide enough Thrust for the first stage of my new Design I'd need 3x12=36 large stock SRBs along with tons of struts.
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So basicaly you want to find information on the internet. Hm, doesn't sound too hard. http://bit.ly/Ph2FRk
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[How-To] Highest graphic quality on NVidia cards (SGSSAA)
jfx replied to jfx's topic in KSP1 Gameplay Questions and Tutorials
0x004000c1 I updated the post - it was just in the screenshot, not in the text . -
If you get the balance approximately right and stick enough control surfaces at the problem it will handle fine (though still with weird keyboard controls ) I stripped all modparts away, should run on stock KSP, no Mechjeb. I made this plane to test the tricouplers as angine mounts. example plane - still needs a bit of trim and in my test flight i forgot to strut up the external tanks but it flew nicely until Shercroft had the dumb idea to impress the girl working in the VAB with his flying skills. https://www.dropbox.com/s/noj5f0f7pllevnr/Kerbostar.craft example flight (might take a while for youtube to process):
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Plane: Ku-160 (Plane itself is stock + Mechjeb, "Missiles" are KW Pack boosters i dropped after liftoff to save weight): Flight Time 44:25, cruising speed about 480 m/s at 17.000m imgur is currently on maintenance :| no longer http://imgur.com/a/3J2QA 10 minutes at 400 m/s ... wat?!
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Mechanical Mouse Industries - Kethane & Payload Packs Released!!!
jfx replied to Dani-Sang's topic in KSP1 Mod Releases
By the way: I experience major flashbacks to this - besides civilization my first game ever (skip to 2:25 - the forum doesn't like timestamped yt links): http://www.youtube.com/watch?v=OzxaicoGbxg&feature=player_detailpage#t=216s -
This only works because of the fuel bug. You can check this by clicking the engine at 25% thrust and comparing that number with the drain your tank displays. The engine's number is the intended value.
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Mechanical Mouse Industries - Kethane & Payload Packs Released!!!
jfx replied to Dani-Sang's topic in KSP1 Mod Releases
Yes The description even says it will crash if you install more than one! -
I don't think you can compare game map size in this way. In Frontier: Elite 2 you can visit stars in an area around Sol system which is arround 100 light years in diameter IIRC which of course huge - but means nothing. And to keep on a slightly more realistic scale: There are (game) Engines which allow you to stream terrain vector data (as in: google maps) into the game - which means you play on a 510,072,000 km2 (earth surface - no idea if they support google earth moon or mars yet)
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Mechanical Mouse Industries - Kethane & Payload Packs Released!!!
jfx replied to Dani-Sang's topic in KSP1 Mod Releases
I think I will have tons of fun with this mod: Something I noticed during my (confused) test flight: Is this map orientation intentional? (yup flipped) -
Very nice Camera work and post processing. Hopefully not your last video!
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Mechanical Mouse Industries - Kethane & Payload Packs Released!!!
jfx replied to Dani-Sang's topic in KSP1 Mod Releases
This Design worked for me (KW Parts, MJ & MMI) -
Mechanical Mouse Industries - Kethane & Payload Packs Released!!!
jfx replied to Dani-Sang's topic in KSP1 Mod Releases
Amazing plugin/mod - as expected. The sensor is a bit of a diva to place but thats cool . Are the survey characteristics of the sensor similar to ISA? Currently I'm orbitting Kerbin and it seems to be working OK at 10x. -
Well the default KW engines have quite a bit of "wobble". Without strut-tech they can easily wobble and shift themselves 0.5m to one site or another during gravity turn . Good thing they still function like a charm ... in about 70% of my launches. Another Thing i noticed is that they tend to blow up on ignition on heavy designs - again nothing struts cant solve
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[How-To] Highest graphic quality on NVidia cards (SGSSAA)
jfx replied to jfx's topic in KSP1 Gameplay Questions and Tutorials
Thanks, i was not sure either where it belongs -
"Endymion" and "The Rise of Endymion" by Dan Simmons - follow ups to Hyperion. The Rise of Endymion has a great finale. Nice Change to Dune which just goes on and on and - several millenia later - on and on (I still love dune).
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Hi, it always bothered me that KSP had no in-game support of anisotropic filtering. As most of you will know is an easy fix for that (just force it via the NVidia driver). However there is even more you can do to improve the visual quality of your game - if you have enough GPU power to spare. Sparse Grid Super Sampling Anti-Aliasing is as Awesome as it sounds. The "normal" MSAA/CSAA you can apply via the KSP graphic settings only smoothes out the polygon ("model") Edges while SGSSAA improves the entire Image. Edges, textures, alpha textures - everything smooth and silky. Also this does not Blur your Image - there should be no loss of visual information (as opposed to FXAA). 1) Get nvInspector from http://downloads.guru3d.com/NVIDIA-Inspector-1.94-download-2612.html - it allows you to change advanced profile settings which the standard NV driver interface hides. 2) Start it up and go to the advanced settings tab. You will need admin privileges to do that On this screen there are also various info about your GPU. There are also settings to monitor stuff like temperatures etc. and an overclocking panel (dont use it if you don't know what you are doing.) 3) create a new profile for your KSP .exe (if you have not already done so) 4) follow the Instructions on the screencap Compatibility bits for unity engine: 0x004000c1 Use following LOD values: 2x SGSSAA: -0,375 4x SGSSAA: -0,875 8x SGSSAA: -1,375 5) don't forget to hit "apply settings" 6) As always you do this on your own risk. (Optional:) ) If you screw up something and don't know what delete the profile you created for KSP - the GPU will use its default driver values for KSP again (there is no KSP profile out of the box just yet). Comparison Screenshots (imgur album with full resolution screenshots) no Anti Aliasing, no Anisotropic Filtering - jagged polygon Edges, blurred textures (wings,grass) no Anti-Aliasing, 16x Anisotropic Filtering - crisp wing and grass textures 8xCSAA Anti-Aliasing, 16x Anisotropic Filtering - polygon edges smooth no 8xSGSSAA Anti-Aliasing, 16x Anisotropic Filtering - smooth edges, best image quality - especialy visible on a moving picture (wings). The flickering pixels on the small craft details (bolts, etc.) will be gone. I hope this helps, happy screenshotting
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Two basic Designs i did very losely based on real aircraft. Small imgur album with flight pics [here] & [here] Mods used: KW rocketry 0.5 by Winston & KickAssKyle Anatid Robotics / MuMech - MechJeb - Autopilot by r4m0n The_Duck and CardBoardBoxProcessor. I used 1.8.4 as you can see because i am too dumb to realize a new Version was released a week ago - should still be compatible though. KU-160: KAF codename "Kerbfire" [get it, dropbox] - 41900kg liftoff weight - supersonic at high altitudes - four high precision missiles (standard deviation from target < 5km) - easy to land at almost any terrain - resilient to accidental damage during missile deployment - should run on wooden computers - based on the TU-160 "Backfire" Russian aircraft. Or Rockwell/Boeing B1-B "Lancer" if you like that one more . KSP-alized they look quite similar I'd say. - no variable-sweep wings because I wanted to keep the used mods simple and with current aerodynamic modell it would be kind of pointless anyways. Kerbofighter 2000: KAF codename: "Typhoon" [get it, dropbox] - 18300kg liftoff weight with external fuel - supersonic - easy to fly with or without MJ & SAS - phenomenal PCP* landing system for easy part salvaging operations - six wing hardpoints - preconfigured with two external fuel tanks/bombs depending on your intentions. - based on the Eurofighter Typhon (as in: "I glanced at the pic and started building away") * Pull up, deploy Chute, Pray Feel free to crash, modify or comment as you like. I'll try to add two short videos tomorrow.
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I was able to right one of my landers using rcs and very gentle main thruster throttle once. I like Cmdr. Elbalds transfer stage btw., No kidding arround just bring out the big guns! ... for science.