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little square dot

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Everything posted by little square dot

  1. The parts look great in the VAB, but I can't actually use them. Memory allocation crashes every time, and I've got fairly decent specs. I'm sure this pack would work well enough if it was my only addon, but that is far from the case. I eagerly await a version with drastically resized textures. =)
  2. The FLY RCS system is incredible. It's a must-have that really hasn't garnered the attention that it deserves. The system drastically improves maneuverability when the arms are extended, and they're absolutely essential for docking short & heavy vessels such as OC or fuel supply ships, that are otherwise a real pain in the butt to maneuver. I never leave home without them. (action group both forward and lateral movement for ease of use=)
  3. This is an incredibly useful mod. I was pleasantly surprised to see that it would balance the "spare parts" resource from the OC mod, and I'm delighted to finally be able to manage the distribution of supplies in my orbital shipyard without having to undertake the arduous task of re-docking supply vessels to multiple storage modules in order to offload all supplies while keeping the station balanced. (<- of course other mods have incorporated various resource transfer systems, however I absolutely refuse to use long-range teleportation as a means with which to transfer anything at all.) Cheers!
  4. LOVE THESE PARTS. As mentioned, a grouping of them tends to be quite laggy, but I really couldn't care less at the moment, 'cause I'm so darn happy that someone has released a pack that isn't merely a slight variation on the same old themes. I do have one bit of constructive criticism; the habitat decoupler is rather huge, and a terribly inefficient use of space, so I have been using K-W decouplers on my habitats instead. I think a half-scale version would be better, but even that takes up too much space IMO. I think a redesign with a much lower profile would be ideal, both from a practical perspective, and with regards to realism. That said, I applaud you for thinking outside of the box. Very well done! =)
  5. I got super excited when I saw "hybrid" in the description, but alas... I'm definitely going to give it a go regardless, but I was wondering if you could provide any specs re: efficiency. (I would take a peek at the .cfg myself, but I'm at work atm, and not only do these computrons lack the software to decompress files, but they also restrict non-IT personnel from installing software=)
  6. Labelling this part as a "four-engine chassis" just doesn't do it justice. I almost passed this thread by, but I'm glad that I didn't because this has turned out, surprisingly, to be one heck of a versatile weapon in my KSP arsenal. Great for building landers, rovers, bases, and whatever else one can dream up, although I have yet to use it in it's intended role as an engine mount, and I probably never will. =) As I said, it's so much more than that, although at first glance it really doesn't appear to be.
  7. For my first few months playing KSP, I primarily built absolutely ridiculous, absurdly huge, memory-eating vehicles, but I quickly lost interest, as I can only play in a sandbox for so long. I basically set the same rules for myself as you did rhoark, and I've found that the game is now infinitely more challenging and enjoyable. =) Have fun!
  8. Weird... make sure your decoupler isn't clipping another part. I've run into this problem a number of times by moving too quickly in the VAB, and connecting a decoupler to or by the wrong node. In technical terms, s'plodey things get super s'plodey when overlapping other parts.
  9. No, I haven't been able to. Clicking on the chute just displays the part name; no actions available. cheers.
  10. Ah, the lovely ol' blanket-statement-with-nothing-to-back-it-up routine. What exactly was your assessemnt based on? I have to say that I find it rather odd considering that I'm an opponent of capitalism. As a philosophy-studying socialist who detests the very notion of a 'corporation', I find this statement of yours to be rather intriguing, although I do strongly suspect that this intrigue is misplaced.
  11. Please excuse my ignorance, but who was Anthony?
  12. Paid? Barely. Expectations? Based on what? Nobody who has an internet connection, a pc capable of handling KSP, and has the free time to play games and come here and whine, can convince me that $18 is a significant sum of money to them. It's a bargain, and a chance to help in the development of the title. Furthermore, if anyone here actually finds it difficult to come by $20, and yet they decided to spend what little money they have on a computer game, learn to be more responsible. Seriously, to anyone who would use a less-than-$20 expense as a liscence to be demanding and disrespectful, I'm sure the devs would gladly refund your $18 and be rid of you. Heck, I will personally refund your $20 if it means that we don't have to put up with more infantile nonsense.
  13. Yeah, nothing terribly exciting about a handful of adults arguing with a group of children. Junkies who don't get their fix quickly enough tend to get cranky.
  14. Am I the only one scratching my head over this thread? Mark, what exactly have you done/are you doing? What is your vision for this mod?
  15. The jeb model has been a staple of mine for ages.. glad to see an update. As an aside, a good friend of mine who grew up in Nova Scotia went to high school with Bubbles... thrillingly useless fact, I know.
  16. Is there a simple way to allow action groups to be utilized with your parachutes? I love the look of them and frequently use them as drogues, but I much prefer action groups to staging for parachute deployment.
  17. For anyone else having issues, you need to ensure that there is an available node on the root part of the subassembly. For example, in the case of a rocket that has fuel, engines, etc. beneath the command pod, and escape tower, comms, etc. above the command pod, you would need to save this rocket as two seperate subassemblies. You would have to remove all parts above the pod in order to save the bottom half of the assembly, then reattach the top and remove all parts beneath the pod in order to save the top half of the assembly.
  18. If you've managed to get it into orbit, you've already leaped over the biggest hurdle. What is causing you difficulty? Lack of fuel? Landing? Transfer?
  19. The rings are a touch awkward, but I've had a lot of fun with them... the station ring in particular. (allow clipping)
  20. Exactly. It's pretty silly to immediately wipe a save if it's broken, because the vast majority of the time you can fix it with one or two quick notepad edits. Methinks Spatzimaus was being a touch dramatic.
  21. Dude... LIVE IN THE PRESENT. You're actually stressing about the end of KSP while it's still in production. How can the thought that you, "think it could stop at .25+" cause any sort of emotional reaction when this arbitrarily chosen and open-ended non-number is based on absolutely nothing. Furthermore, given that you don't know the content of updates .18 -> .25+, you actually have no idea what .25+ actually means. These threads are insane. It's sad that people can attach themselves to things to such an alarming degree that they fear for its eventual loss while it's still in its infancy. It's like getting a puppy and being preoccupied worrying about its eventual death while it's just trying to play with you. Worrying about the future is generally a waste of time, and while I absolutely LOVE KSP as much as I'm sure we all do, it's a game, and this self-imposed suffering of yours is nonsensical. =)
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