ri00t
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KSP2 Release Notes
Everything posted by ri00t
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Maneuver Node Usability
ri00t replied to RabidSmurf's topic in KSP2 Suggestions and Development Discussion
Testing KSP2 now and I feel one think is weird. Yeah.. I use already maneuver Node Mod otherwise is so annoying. But my point is I try to plan a new burn in Periapsis of Minmus when I have not yet reached Minmus Gravity. Feels even more confusing and annoying to add new node. Cannot zoom in close enough to Minmus, cannot rotate to visual see how the orbit will look like. - Solved by double click at Minmus. But mention it here anyway. Creating multiple manouver chain is basically not that possible. Even when I have planed simple burn exactly at PE cannot make the orbit look circular. Do not know what I am doing wrong! I have to refresh the KSP1 and see how it is working there. Situation is different and more easy when I am already at the Minmus gravity. My suggestion here is first able to make maneuver nod directly at new gravity influence celestial body. Visual duplicate or move to target body. Now is impossible without mod to plan that manuver and keep zoom in to celestial body we try to setup direct Low Orbit insertion. Great work with the update! Love game for Parts organization, better visual and music. But I am kind of nerd that want more tiny popup windows with configure percise data. Can it will be also added as a Science research to not make new players too overwhelmed? -
Subscribed as one of TOP10 desired game changes! I will try it in first occasion.
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Yeap, that was a fast minute, but in long term will be anoying like Christmas hits in mall.
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GMT+1 here I really want to know why Squad annouce new update. Maybe server stress testing?
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
ri00t replied to rbray89's topic in KSP1 Mod Releases
You always surprise us with something great. I try to look at Jool today and look if I have same problem like others. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
ri00t replied to rbray89's topic in KSP1 Mod Releases
This is great mod! Looks so realistic from space and after rocket start. I use only clouds and Release-4 make some improvement. Many players want to make everything realistic. I like it too, but I really want to see unrealistic clouds, like unrealistic and funny Krebals are. There is possibility to use textures "face me" below desired altitude to exhibit cloud thicknes? I mean some random cloud textures moving along and not precisely releated with your mod. -
[1.2.0] Precise Node 1.2.4 - Precisely edit your maneuver nodes
ri00t replied to blizzy78's topic in KSP1 Mod Releases
This is alredy in v0.5 just need to set visible on at "O" button list. This mod is growing in very right way. -
Planing on a new Blender Tutorial.
ri00t replied to Technical Ben's topic in KSP1 Modelling and Texturing Discussion
/agree with Paul Kingtiger and QuantumX With this guide I create a parts and textures with Gimp and Blender (never used before), with Cybutek I get something about c# environment, but for last two days I cant still put together this pieces, becouse of Unity. Just need one very simple full guide. Many parts of guides is expanded enough to understand and use own creativity. -
I was searching today for same question. How to start with programming and modding in KSP. KSP Wiki don't say clearly what to install, what to do, so some people will be confused. On youtube channel "Cybutek" was created a 7-part guide. If you are compleatly green with programming is best solution to make small steps, reading source code of the simpliest mods. I know C and C# in average so maybe I release something in future. Cybutek channel:
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[1.2.0] Precise Node 1.2.4 - Precisely edit your maneuver nodes
ri00t replied to blizzy78's topic in KSP1 Mod Releases
Nice update! Just all what I need. Time to try it! Cheers! -
[1.2.0] Precise Node 1.2.4 - Precisely edit your maneuver nodes
ri00t replied to blizzy78's topic in KSP1 Mod Releases
Oh, sorry for blame you. I just added this before first trip to other planets. Typing for beginner like me, again, and again, is irritating. -
[1.2.0] Precise Node 1.2.4 - Precisely edit your maneuver nodes
ri00t replied to blizzy78's topic in KSP1 Mod Releases
Great and usefull plugin, but when i try to drag maneuver to find rough place everything seems to shake and wobble, and I just must create new maneuver in different place or use UT textbox whitch in solar system travels complicate planning rather than help becouse 100 step is too small. My propose to avoid (not resolve) problem is create textbox for bigger numbers than 100 for UT. This will be enough to step by step check roughly a maneuver place in desired resolution. -
Most of moons are little boring for now. Maybe science and missions change it. There is enough celestial bodies but I think need more purposes, more secrets, maybe caves? I have idea for a planets. Ther should be something unusual and maybe on edge of posibility: 1) Medium sized planet on litlle lower than Moho orbit. Core of planet is very hot, atmosphere is thin and semitransparent with heavy chemical gases. Volcano, river of lava, cracked shells everywere. Rain of white-hot iron splashed on surface. 2) Smaller than above planet faced one side always to the Sun. Hotter side generates fumes or have a dusty atmosphere like in above example. Opposite side is frozen with fog, clouded atmosphere with geysers or some vulcanoes 3) Almost liquid surface with a capes of ice and floes. This liqiud does not need to be water. 4) Object with unregular orbit from porous iron or group of that objects. 5) Enormous and transparent forming gas giant. Some like a cloud in space.
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Complete list of experiments
ri00t replied to Monger's topic in KSP1 Suggestions & Development Discussion
Totally "must have". But it's not necesary to see all unknown for Eve or Duna from the begining before at least fly near celestial body. This should be Add some science points for explore whole category to exact players for explore. To easy to get science in straight and repeated experiments. -
Repeatable transmission nullifies sample return
ri00t replied to Psycix's topic in KSP1 Suggestions & Development Discussion
Completely agree. Gathering Science from same spot shouldn't give Science. Maybe after tag some craters or areas from camera orbiting celestial body give a purpose to fly on Mun, Minmus etc. again. Agree again, but it will also depends on managed/unmanaged crew, (science abilities of Kerbals?), and size of team. (In far future) I also force to start getting science by stock car and plane and build a comunication net like in RemoteTech. Transfering data by tiny antena from inaccessible point far in space consume the same energy like in KSC and it is always possible. From me: - More space for different reports. - More space for rocks and some weight in far future - Advanced antena should be more efficient -
All craft from my Constellation mission vid
ri00t replied to katateochi's topic in KSP1 The Spacecraft Exchange
Yea, files structure is confusing becouse many mods still don't keep a GameData directory. Just paste it like it is, worked for me. Ships are great but my skill isn't enough especially with vertical landig and use TAC balancer. This big barrel with four legs (no offence) always fly away, rotate and can't cancel a horizontal speed. Same with my almost perfect symmetric vessel. I don't have idea why some parts you don't have in menus. -
All craft from my Constellation mission vid
ri00t replied to katateochi's topic in KSP1 The Spacecraft Exchange
Really nice! I tried to use your 0.21.1 crafts but my PC isn't prepare for this... First docking two stages on LKO was a terrible slideshow. Phisics calculation on such big crafts make my PC explode. Edit: I think too much mods I have installed at once now. I try to figure it out later how to improve my FPS. -
[0.21+] Kosmos Spacecraft Design Bureau: Updated (9/27/13)
ri00t replied to Normak's topic in KSP1 Mod Releases
Panels issue is only a visual problem, but there is a another issue with big rotating solar arrays. I used a big station and extend one by one two solar panels, and extend a last rotary section. In this construction ASAS can't stabilize a ship, and it was behave strangely. Ship stabilize get a lot o time. I want to bump my last message about APAS-69 docking part. Need some hints becouce i can't dock by this two ports. -
[0.21+] Kosmos Spacecraft Design Bureau: Updated (9/27/13)
ri00t replied to Normak's topic in KSP1 Mod Releases
I probably have a problem with a APAS-69 docking part. Two small ships and and a hour of "kissing". I was very accurate and carefull. Undock from two parts connected in hangar works fine. Any help or sugestions? -
[0.17] [Erkle+ORDA] Orbital Propellant Depot Olympus
ri00t replied to Temstar's topic in KSP1 The Spacecraft Exchange
I need a little help with it... First I build my own home station. I used: ORDA SAS module & ORDA Docking Target. Ship are contain a more than one ORDA Docking target parts. Computer and two parts to fuel transfer. Second I build little ship with simmilar configuration but with ORDA Docking System. When i used a AUTO docking with ORDA somethigng goes wrong and two ships now are trajectory to run away from Sun. So my question is: What parts are recomended within ship from ORDA to use a AUTO mode? I mean ORDA SAS, ORDA controlable pod and ORDA decoupler. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
ri00t replied to cybutek's topic in KSP1 Mod Releases
Amazing work, very very usefull. I will add this tomorrow. All mod and plugin users will learn from you how to improve and minimalize interface! Good work again! -
@cruseaderuk, Earthpulse Protractor Mod or Interplanetary Travel Calculator add something usefull what the MechaJeb doesn't have? I mean travel information and handy helps to plain travel to target. I use Mechajeb for orbital and landing informations.
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All these mods are advanced and the 0.17 compability is sure but we need wait.
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This is something i seeking for few days. Very, very usefull thread. You can also add some questionare, but not necessary. I think this thread earn popularity fast.
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I have DynaSat with Kreuzung plugin and Kosmos pack, but i didn't gain any energy with Kosmos solar panels. What exactly is MMI? Can someone expant this scrout? EDIT: My misstake was mixed solar panels and batteries from different MOD's: DynaSat work pretty well, EPS parts (from one of the mod i can't quote... to much mods packed to game at once) also work together well. As engine i use Ion Engine from DynaSat. In my opinion solar panels have too much efficient for now. Maybe when all of parts of ship will be use a power, not only engine that will be more realistic.