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Everything posted by little square dot
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[0.21+] Kosmos Spacecraft Design Bureau: Updated (9/27/13)
little square dot replied to Normak's topic in KSP1 Mod Releases
Me too. Loved that pack. -
[0.22] ISA MapSat 4.0 Dev Build
little square dot replied to Innsewerants's topic in KSP1 Mod Releases
Delete parts... and lots of them. I see that you have a lot of mods installed, and ISA 4.0 is a BEAST with memory. When KSP freezes like that, bring up the task manager and look at KSP's memory use. If memory serves, it'll be spiked and hanging. I won't even attempt to launch a ship with MapSat capability unless KSP has a gig o' headroom. Yay 32-bit. -
What's up everybody. I'd like to offer my services in sound design to those desiring auditory augmentation for their mods. I've thoroughly enjoyed countless KSP mods, and I have come to view several of them as absolutely essential to my KSP experience. (Remotetech, ISA MapSat, Chatterer, KAS, Airships, B9 Aerospace pack, Bobcat American and Soviet packs, KW Rocketry, to name but a few) Given the hundreds of hours of enjoyment I've derived from an $18 purchase enhanced by free mods, I've come to feel a wee bit guilty for failing to contribute to this great community in a more meaningful way, as I am well aware of the long hours people spend on these labours of love, and of the often thankless nature of the job. While I've done a little bit of modelling, the community certainly doesn't require more mediocre modellers, and as for programming, you'd be hard-pressed to convince me that programmers aren't in fact magicians. So, given my lack of skillz with a zed, I dismissed the idea of becoming active in modding, resigned to my fate as an appreciative leach. Somehow I had managed to overlook sound design as an integral part of modding; an absurd oversight for a sound designer. Anyhoo, I'm happy to help-out, so if you're after any sound whatsoever just let me know. Whether engine loops, custom sounds, bowel-rattling 30Hz sub bass rumbles, actual samples, rhythms, music or whatever else, I can help you to maximize the potential of your mod. The importance of sound may be oft-overlooked, but whether we are conscious of it at the time or not, there's no denying that it has a dramatic impact on the overall atmosphere of the game. =)
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Component Space Shuttle V 5.0.1 (July 14, 2013)
little square dot replied to Cepheus's topic in KSP1 Mod Releases
TT released an engine, I think with a 90 degree gimbal. Tons of fun, but more than a little bit dangerous. -
Keeping my eye on this one, but the lack of star field is the worse of two evils methinks... not that the current star field is evil, but it's definitely gaudi. That said, there are also those who would be bored with less, so I'm not going to pass judgement on anything other than those damn identical swirly galaxies spamming the otherwise nifty vistas. Also, is the Chatterer mod muted with the other sounds, or does it do it's own thing?
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Kosmos/Bobcat Scale Reconciliation
little square dot replied to Budgie's topic in KSP1 Mods Discussions
I don't know exactly, but trial and error should get you there faster than forum replies. I can't be of much help at the moment because I'm at work. Does Bobcat create his parts 64% to scale, or does he rescaleFactor to 64%? -
Your first and second stage appear to be nearly identical, am I right? If that's the case, the design makes little sense. A one-stage rocket weighing 1T with a TWR of 2.0 will get you just as far as a 2T, two stage rocket with an initial TWR of 1.0. That second stage is just dead weight until activated, and really offers no benefit whatsoever. The stages have to become lighter and more efficient as they go up. Also, as you need the most thrust at the beginning of your flight, those SRB's on your second stage are a complete waste. Just more dead weight.
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Grr this game is frustrating the hell out of me
little square dot replied to Bigred2989's topic in KSP1 Mission Reports
This is akin to saying, "I just can't see not being me". Of course you can't! -
Grr this game is frustrating the hell out of me
little square dot replied to Bigred2989's topic in KSP1 Mission Reports
Same, although I've opted for two separate installations, just in case I have a hankerin' to boot around in the Altair or whatever. Certain personality types can handle disciplined, minimal modding, but I have a tendency to go well overboard with such things. I found that just like working at a cluttered desk, an over-modded, cluttered KSP impacted my productivity, thereby increasing time in the VAB (often fretting about aesthetics), while decreasing my time in space. Badness. (I haven't actually gone completely stock... still use KAS, Chatterer, and Mapsat.[<-essentials!]) -
[0.22] ISA MapSat 4.0 Dev Build
little square dot replied to Innsewerants's topic in KSP1 Mod Releases
I think you're wasting your time... as far as I know you can't accomplish this through simple config edits, but I could be wrong. My attempts have been unsuccessful. -
Grr this game is frustrating the hell out of me
little square dot replied to Bigred2989's topic in KSP1 Mission Reports
I think that most people learn the mechanics of the game through trial and error with their own designs. There's nothing wrong with "borrowing" designs, however you should probably start experimenting with the different parts and layouts, using the borrowed designs as templates if need be. Over-reliance on plug'n'play vessels enables you to avoid learning the basic mechanics of the game, which will inevitably lead to immense frustration. By the way, I don't know these Zenith launchers, but rather than trying to balance your payload on the head of a pin, can't you simply remove the probe core and place it elsewhere? -
[0.22.X] BobCat ind. Historical spacecraft thread
little square dot replied to BobCat's topic in KSP1 Mod Releases
Just want to say thanks for working on the Orion. It has replaced the Gemini and Soyuz capsules as my go-to pod. Love it! -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
little square dot replied to nobody44's topic in KSP1 Mod Releases
I'm definitely not suggesting that people shouldn't have fun; I was simply explaining one possible cause behind the lack of activity in the thread that the person was referring to. -
Hey man, welcome aboard. What you're asking for is how to see results in the game without playing, because the process of figuring these things out is the game. =) If you have specific hang-ups, you will find a bajillion people here who are willing to help, but if it's a munar sandbox that you're after, use hyperedit or persistent file edits or something.
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[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
little square dot replied to nobody44's topic in KSP1 Mod Releases
I think the reason for the lack of excitement is that Squad's career mode is on the horizon, so it makes little sense to put an extensive amount of time into creating a mod that will likely be obsolete within a month or two. Patience my friend. =) I would wait until the official release before investing time in this, but that's just me. -
[0.22] ISA MapSat 4.0 Dev Build
little square dot replied to Innsewerants's topic in KSP1 Mod Releases
I'm also crashing every time I load a vessel with mapsat. It's not an issue of specs. Even a single Mk1-2 pod with a mapsat dish hangs KSP indefinitely. I wish I hadn't deleted my old version... Regardless, thanks for your efforts. I eagerly await a fix. -
[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
little square dot replied to DYJ's topic in KSP1 Mod Releases
Brilliant! -
Stock performance is great, however I was crashing like crazy until I got rid of my mods. I reinstalled remotetech, mapsat, chatterer, crewmanifest, and a few others. All seems well, although to be honest I was hoping that the performance improvements would allow the game to load more parts without becoming unstable, while it would seem as though the opposite is in fact true. In a nutshell, the update is pretty decent for those who are stock or near-stock, however I would say it's actually less stable for the mod-happy folks. There are some nice new features and a few new parts, but most of the changes are behind-the-scenes. Important, but far from exciting. Also, my saved game was hopelessly corrupted as .20 didn't recognize the KAS connector and several other parts that have been included in nearly every vessel that I've launched. Oh, and the nodes were all screwed up on most parts that I had rescaled, and a lot of textures became uncooperative, but such is the risk for those of us who enjoy mods.
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I like how you think.
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I may have slightly stolen the Canadian Space Agency's logo... only slightly though... depending on how one defines 'slightly'...
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I was playing around with the container last night, and it occurred to me that the awesomeness of the part would be multiplied tenfold if the walls, roof and floor were all seperate parts, thereby allowing the user to customize the container's internal volume to suit their needs(by stacking walls). Just a thought. =)
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Space Station / Colonies Tips
little square dot replied to 31337's topic in KSP1 Gameplay Questions and Tutorials
Particularly when constructing a modular station, Fusty's FusTek Common Berthing Mechanisms are your best friend: http://kerbalspaceprogram.com/common-berthing-mechanisms-2-5m-docking-ports-2/ While modular stations are good fun, I like the challenge of launching stations in one shot. While I still try to convince myself that these single-launch behemoths save time, the sad reality is that fine-tuning a massive beast of a launcher often takes ten times longer than launching and docking a few modules. That said, you get quite a sense of accomplishment when they are successful, and a stunning debris cloud when they aren't. A win-win. For one-shot absurdities, devo's station ring is a must-have, for any number of uses or reasons. I will leave the rest to your imagination. =) -
mauriciolisco, you've outdone yourself mate. Great work! =)