-
Posts
189 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Orphican
-
The "Test Weights" mod died as of v0.20. Fortunately The Cardinal made another set - Dummy Weights.
-
MechJeb 2 - Patch test bed release (October 10)
Orphican replied to sarbian's topic in KSP1 Mod Releases
This! I made this suggestion as an addition to MJ2 about 3 months ago on the main MechJeb2 github but I guess it was missed or something. Here it is https://github.com/MuMech/MechJeb2/issues/141. Another mod named Fusebox has recently provided many of those stats in a separate plugin but I think it just feels much more natural to have those stats in MechJeb. Anybody else thinking some thing similar? -
Hey Winter Owl! Im loving the Shuttle development series so far so keep it up. Those B9 Turbojets you took off the "Roc" are meant for high speed/high altitude work. I think B9 and co were thinking "Concorde" when they made them. Since you said you dislike the stock sepratrons here's something you might like better. Forum post - Wolf Aerospace Perfectrons. They're an integral part of my launches and I swear by em.
-
zzz I love the look of these parts and thus BUMP.
-
Have you tried a fresh install?
-
I agree completely. And sumghai just to be clear I know this was not your fault. In fact the timely arrival your new IACBM's have made the otherwise frustrating loss of a brand new craft actually worth something. I'd gotten into the habit of placing a light of some sort above every active docking port for terminal guidance. These new IACBM's not only save parts but look and function way better than anything I've ever setup before.
-
[0.21] Hooligan Labs - Airship, Submarines and More
Orphican replied to Hooligan Labs's topic in KSP1 Mod Releases
Two words. Gravity Plates. -
I'm really loving this mod. The look (thanks fusty!), the attention to detail sumghai applies to each part, the potential for adaptation to future KSP features and game elements make this mod one to keep for me. Everything was great. And then Orbital Construction changed. My newly constructed OCD (Orbital Construction Dock ) had just one warehouse which was fine before the OC update. The whole point of this small station was to construct vehicles that are to large or awkward to launch normally. The first of these relatively small vehicles I tried to construct needed 50 tons of rocket parts. 1600 rocket parts = 4 tons of rocket parts. Well it was fun building it I guess . . . Back to the drawing board.
-
@sumunisto KSP has serious problems with large pretty textures at the moment. Being a 32bit program KSP can only run with a limited amount of memory (something like 3.4gb of ram). Since the game loads all assets into memory on launch large textures eat into this very quickly. Everybody's computers spec's are unfortunately irrelevant to this problem. It gets worse with other mods that use textures. Sorry but your going to have to make a choice between high resolution textures and parts mods. Try removing textures your not likely to care about and/or parts you dont use very often. The trick is to find a balance that allows KSP to run without fps drops or crashes.
-
KSP is a single player game and the enjoyment each player finds in playing with or without certain mods is entirely subjective. That said I'm with Mihara, ISA is not worth keeping in my game if it performs as described by many others. Fortunately I have no life and I've gotten pretty good at balancing my mods. I'm currently running 45 mods including KW Rocketry, Universe Replacer, and ISA X4r1 (I'm only counting mods with textures). I've trimmed some mods and done many of the things others have suggested to get my game running around 3.2GB. For this effort I rewarded with a KSP that only crashes about once every ten hours or so. Still KSP gets very unhappy anytime ISA is even thought of not to mention the other bugs Mihara doesn't get to see. Sorry Tiron but Mihara's right. ISA is still available if you can get it to work but we need a new plugin.
-
cBBp Dragon Rider Pod/Capsule
Orphican replied to CardBoardBoxProcessor's topic in KSP1 Mod Releases
I think its the recovery from the great april disaster. The Kraken's Revenge! Theres a gap in this thread from the October 2012 recovery to April 2013. The other thread has the download link and more recent discussion so maybe lock this one? -
MechJeb 2 - Patch test bed release (October 10)
Orphican replied to sarbian's topic in KSP1 Mod Releases
Same here including the wish that MJ would use the new SAS. -
Somebody better add a new track to chatterer with sonar pings
-
After seeing the videos of what you and Dice are trying to do you have earned the right to take your sweet time doing it. Pirate is not the only one patiently waiting/fantasizing.
-
Well crap Im sorry to hear that's the direction your taking this. I already have TAC fuel balancer and it does a fine job at balancing as the name suggests. What this mod did better than any other was fuel transfer. As I said KAS can seriously ruin craft with very little effort. A simple fuel hose should not tear my craft apart in any situation. Just my 2 cents. Good luck with this mod whichever direction you decide to take it.
-
BobCat Ind. - Colonization, exploring and research vehicle
Orphican replied to BobCat's topic in KSP1 Mod Development
I'd figured those were the reasons. And the new rover's (I've only seen one so far) art style is a bit different but im willing to give bobcat some trust and wait and see -
I've got to ask. Why not just alt-tab?
-
FINALLY!! Somebody's bringing this back. I loved this mod in v20.2. To be clear this is not going to include the "fuel hose" part from earlier versions? That part was the main reason for having this mod. Sometimes you just dont need KAS messing with your already delicately balanced physics interactions. Also is this going to require use of module manager?
-
Ah sorry no I dont agree. Inconvenient but not unusable and not dead yet. KSP with the amount of mods I play with is at its best horribly buggy with or without ISA X4r1 so for me at least it mostly works. Mostly. As for forking it - I'd recommend against that simply because as Innsewerants has stated several times he or she learned to code while developing this mod. It's probably a bit of a mess in there. An entirely new mod might be a better idea.