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KSP2 Release Notes
Everything posted by sysigy
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Ok thanks, I'll go have a look around other forum topics. I've used DMP mod in the past, Time Warping is one of the the major issues with MP. DMP's approach (time synchronization) to it is ok but I wouldn't like this as an official solution. The other major issue is sharing launch pads & runways. My solutions for this would be to either: 1, Each player has a time slot to launch at, so you have to book your launch window before you can enter the launchpad. 2, Each player has their own KSC at a selected site away from the other players. I've played DMP with 3 other players but we were all in the same room so we could communicate launchtimes etc so we didn't end up getting in each others way. 2 of us managed to co-op build a space station and refueling stations in orbit. Was very cool to do this with another player and it made the task that much quicker. Anyway, if there are other active MP threads out there I won't start going on about stuff here. I'll post in those instead so will end the thread here. thanks.
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I looked over the first 5 pages of this forum topic and couldn't see any, If you have any links I would like to have a read. Thanks
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That is from the official KSP Wiki under the Planned Features section which is still being updated frequently. My issue with people getting angry about others asking about MP is this... Until Squad says MP isn't going to happen AND the official wiki still states MP is a planned feature people will continue to ask about MP so please do not abuse others for asking about a planned feature whether you like it or not or believe it will happen or not. Squad are the only ones who can stop people asking about MP by releasing a statement to say their MP plans have been abandoned.
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I don't dislike the new mission creator but I cannot personally see myself using it. I do like the new parts though
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Not helpful In your opinion. I am aware that asking about MP starts heated debates... this thread is not about "should it or shouldn't it" it is simply about as I said in the OP, MP hasn't been mentioned and I wanted to know the current state of play since the following quote from the devs a few years ago... So basically, the devs have not said it will not happen. I haven't been active on KSP for a year or so and I wanted an update, not a flame war.
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I've also had a similar issue, to fix it you have to turn off SAS when the magnetic attraction kicks in. I'm not sure when it happened but I now experience docking as if it has been made easier. I now seem to have a more 'magnetic' issue going on that when maneuvering 1 ship the other ship is mirroring it at close range. This is making it easier but I don't like it as it doesn't look or feel realistic to me. Is there an option somewhere to turn off this 'magnetic attraction' between docking ports on different vessels? NOTE: I know docking ports always attracted to another in range but it seems to be stronger in the newer versions of KSP.
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So I looked over the first 5 pages of this thread and couldn't see anything related to Multiplayer so... I for one would very much like it to coop with friends on joint missions and goals. • Have I missed an update, has MP been mentioned of late? • Is it time to revisit Multiplayer? • Now Making History is done, what is next?
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I am glad MechJeb is a mod and not baked into the base game. If MechJeb was baked in very few people would fly without it, you wouldn't learn the basics of space flight mechanics which is extremely rewarding once you pull off a perfect launch / orbit / rendezvous with Mun etc. Back in the early days it was much much harder to do rendezvous than now, we didn't used to have the Maneuvers UI (which I think is ingeniously integrated in the UI), with it orbits and rendezvous etc are a piece of cake (providing you have the fuel and power etc). Now don't get me wrong, I do use MechJeb because launching a rocket can get a bit tedious at times if you are repeating the process a lot to launch parts of a space station etc to then construct in orbit. This is why I believe it should always remain a mod, the base game gives you everything you need to launch rockets etc, MechJeb just automates it.
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I purchased KSP in 2011. I'm in GMT+0 timezone, new DLC not released here yet.
- 444 replies
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- making history expansion
- release date
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A couple of 1.2 questions... fuel flow & textures
sysigy replied to sysigy's topic in KSP1 Gameplay Questions and Tutorials
I have Advanced Tweakables turned on in General settings... still can't see fuel flow. Found it Those new Rocketry parts don't include revamps to all parts, the SAS module is the texture that most bothers me. -
So I have downloaded 1.2... maybe I read something wrong somewhere so if I have please ignore my first question: 1, Fuel Flow display / overlay. I read on 'DevNote Tuesday' (and saw a dev picture) a few weeks back, maybe a month or more, that there would be a new fuel flow overlay in the build screens to show the direction & priority of fuel flow. I cannot find this option or see anything that looks like the screenshot I saw. Did this make it into v1.2 or have I misunderstood how this functionality works? 2, Low Res Textures (even when 'Fantastic' mode is set) My PC is good enough to max out the KSP settings so I run everything on the highest graphics settings. I noticed that some parts are worse than others but notably the large SAS module (the dark grey one) has some very poor texture quality even with the maximum texture quality mode enabled. I am aware that when you change this setting in the Graphics menu a restart is required but even then, yes they do improve but no where near what I would call 'fantastic'. I don't run 4K res or anything like that, just a standard 1920x1200. Is this normal or am I expecting too much? thanks,
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Where is air intake readout since 1.1.0?
sysigy replied to sysigy's topic in KSP1 Gameplay Questions and Tutorials
fair enough- 2 replies
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- air intake
- readout
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Since 1.1.0 was released and continued into v1.1.1, the once air intake readout that used to be up in the top right hand corner of the screen (where the electricity readout is among other things) now seems to have been removed. My question is, has it been removed or has it been moved elsewhere? I used to find this readout very helpful when making SSTO's. It was of major benefit when trying to achieve the maximum height before switching to oxygen burning fuel from air breathing.
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- air intake
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I haven't had too many issues but based on my limited play so far my comments are as follows: • Navball is far too big at 100% UI scale, everything else is ok though. • Smallest wheels are too frail and are almost unusable due to how little weight they can now carry. • Game frequently crashes during VAB or SPH (x64) building, seems to be random, sometimes it will happen after a few seconds, other times a few minutes or not at all. • Wheels seem to be too bouncy, the game seems to be even more difficult to get a spaceplane to take off over v1.0.5, mostly the wheels bounce then the plane flips to one side (usually the left) before exploding even on craft that have been perfectly built and balanced with symmetry mode. My comments are based on v1.1.0 with NO MODS. ADDITIONAL COMMENT: I've just noticed that the Air Intake has been removed from the flight resource display, this is not good at all, now there is no way to monitor the air intakes to know when to switch engine modes from air breathing to not.
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Hey SpriteCoke, great video. Very impressive. Can I ask what mod you were using to do the engine (flame) fx ? Was it HotRockets because mine doesn't look like yours does in the video. thanks
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Is it possible to use the stock fairings in an inline fashion? If so, can someone provide me some instructions? I have tried to make them work but the designer ui always wants to close them to a tapered pointed cone. thanks, PS, I really want to avoid using a mod for this.
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
sysigy replied to Ven's topic in KSP1 Mod Development
Does this mod work with KSP v1.0.2 ? -
I can't seem to turn on the new Edge Highlighting (PPFX) graphics option, it says "no hardware support" however my nVidia GTX 670 is a DX11 card with support for Shader Model 5.0. Any ideas? KSP: 0.90 32bit GPU: PoV nVidia GTX 670 Driver: v337.88 CPU: Intel i7 3770 RAM: 8GB OS: Windows 8.1 Pro (x64) DX: 11 SOLUTION You must have at least 2x AA enabled for the PPFX to work... I enabled 2x AA, accepted settings, went back into settings and now I can enable PPFX.
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That's what I thought, couldn't find any reference to such a setting in the part.cfg help guide.Will download Unity when I get home. Thanks
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Just a quick question. I have a part that I always use in the opposite orientation (Facing DOWN) to what the editor defaults to (facing UP) when you pick it up from the parts menu. Is there a simple edit I can make (to the part.cfg etc) that can change the default orientation ? thanks
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Found the problem...DarkMultiPlayer was detecting the docking state as invalid and removing both vessels. Just updated DMP to v1.6.1 (NOV 1st release) and now KAS works perfectly.
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Can anyone help me with this ? thanks
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I'm having a small problem with KAS. I have an SSTO plane on the runway and a refuelling truck. I grab the KAS pipe from the truck and walk to the plane with it strapped to the kerbal's back as normal, I then right click on the KAS attachment point on the plane and select Plug(Docked) so I can refuel the plane. At this point, both the plane and the truck disappear and I am left with just the kerbal standing there. When I return to the space centre or tracking station, both the plane and the truck are gone. The plane and truck don't disappear if I use Plug(Undocked) but then obviously I cannot do a fuel transfer. Any ideas ? thanks
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I'm using the Missile System for the first time, I am only able to target the launch pad, I have seen others on youtube able to target the SPH or VAB. My target list for KSP only has the launch pad as a target... can someone help me out ? Thanks