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Kraken Tech Addict
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Kerbal Space Program 2 Release into Early Access Feb 24th
TheUnamusedFox replied to Intercept Games's topic in 2022
I am so beyond excited, I wanted early access so badly and now we're getting it! And early access with more features than I expected. I wonder how long it will take the modding scene to start porting things over? With a focus on mod support, maybe our rabid modding teams will have resource extraction and eother features in before they are truly added... for the second time! -
Developer Insights #14 - Part Creation
TheUnamusedFox replied to Ghostii_Space's topic in Dev Diaries
Haven't been on the forums much and didn't know Nertea was on the KSP2 team... that really does fill me with confidence, as all of his mods are on my must-be-installed list to play KSP. And to counter the doomsayer, I'm glad development is taking as much time as is required. However, I really wish I could play it in an early state whenever the game is far enough for player feedback and bug testing to be useful to the devs... -
Would it be possible to have parts like the K&K launchpad act as an assembly space? I'd love to be able to construct DIY kits on the launchpad and assemble them right there. Unfortunately, EPLP hasn't been updated to 1.11 yet and doesn't work in 1.11, so options on having an art style consistent base are nonexistent if you want to be able to build and launch rockets. I took a look in the part cfg, and it refers to an internalspace in the ground assembly line for the assembly space so I'm assuming it's not something I'd be able to tinker with and get working...
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- ship construction
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TheUnamusedFox started following Throttleable Kraken/Zombi Hybrid Drive
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Throttleable Kraken/Zombi Hybrid Drive
TheUnamusedFox posted a topic in KSP1 The Spacecraft Exchange
I had been away from KSP for a few months, and stumbled across a video on a new type of kraken drive, the Zombi drive. Definitely has some nice features, such as not exploding in a horrible ball of death, working consistently everywhere, and operating at low speeds. However, I haven't seen any throttle-able version of this drive, so I re-downloaded KSP and set out to make one. I ended up making a little bit more, because I didn't like the lack of insane acceleration packed into a tight space. This thing was a bit of an adventure to make, all because I kept trying to make it more powerful or easier to use with fancy robotics sequencer toggles that it didn't need. https://kerbalx.com/TheUnamusedFox/Throttleable-Hybrid-ZombieKraken-Drive-w-Example-craft That little light beside the green one is the indicator light for the k-drive same vessel interaction toggle. If it's on, you are channeling the kraken. Zombi drive produces ~284 Kn of thrust. K-Drive produces ~1200 Kn, depending on planet, speed, altitude, and price of tea in china. Fine throttle mode k-drive can produce as little as ~2 Kn, but is dependent on the same variables [Action Groups] 1 - Toggle K-Drive [Yellow = On] 2 - Zombi+Kraken Afterburner [Green] 3 - K-Drive Throttle [Red] 4 - Fine/Limited Thrust Throttle [Blue] 5 - Toggle Zombi [Red face back = off] Zombi only toggleable in mode 2, greatly reduces thrust if at full throttle. Also prevents re-engagment of zombi drive if you throttle down. -
[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
TheUnamusedFox replied to Gameslinx's topic in KSP1 Mod Releases
It looks so good I don't even want to go past Rhode's SOI... I can't understand why just having rocks on the ground adds so MUCH.- 1,655 replies
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[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
TheUnamusedFox replied to Gameslinx's topic in KSP1 Mod Releases
Question - is Armstrong supposed to have any scatters? Ran into a bug with auto science sampler that gave me every single scatter interaction/sample on craft exit, and found some stuff for Armstrong in there, but I can't find any scatters on Armstrong what so ever. Flew over quite a bit of the moon with an infinite fuel Jebediah on 4x warp, nada, nothing. Can't find any on a pure BH install either, ksp 1.10. Are they just in certain hidden spots? Terrain scatters load just fine on Rhode. -edit again many hours later, a bit more educated- Surface features don't seem to spawn at all. On 1.9 or 1.10 - is this a current issue or something I need to do a completely fresh install for and get some logs? Nothing appears even when using the surface features cheat menu.. arrow... thing. Tried on Rhode, Lua, and Armstrong.- 1,655 replies
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It’s been 8 years of playing this game and this announcement just brought me to actual tears. I’ve dreamed about a sequel to ksp for so long and the idea it’s finally happening is just... unreal. This game and community shaped such a big part of my childhood, I can’t wait to see that happen to even more people
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[1.8] EnvironmentalVisualEnhancements [1.8.0-2]
TheUnamusedFox replied to Waz's topic in KSP1 Mod Releases
@blackrack https://imgur.com/a/Tnhdd I did some performance testing for your EVE modification, details in the imgur album. Did it with AVP 8k textures, is there a pack or pack config that spams the volumetrics for testing? Thinking old Tekto style solid sky/wall of volumetrics ---edit @blackrack Not updated, but the clouds work fine. Seems to be waiting for Texture replacer to update for its skybox. -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
TheUnamusedFox replied to ferram4's topic in KSP1 Mod Releases
If you're going to do this, please at least don't post about it. People did that for Kopernicus, everything seemed fine, then people's saves started breaking.- 2,647 replies
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Thank you for sticking with it in spite of your frustration with the update. We really do appreciate all the work you do!
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KSP Interstellar Extended Support Thread
TheUnamusedFox replied to FreeThinker's topic in KSP1 Mods Discussions
Is there a way I can add the persistent thrust during timewarp to Near Future engines? I love this mod, but I'm trying to go with lower tech stuff this time around, and fusion engines are anything but I took a look through the part cfgs in hopes that it was simply a module I could add to an engine, like Persistent Thrust, but that does not seem to be the case. Is it hard coded for the specific engine controllers in this mod? I would use PT, but your version is so much better. -
Thank you for all the work you've done. You don't get nearly as much appreciation for it as you should, and regardless of your decision I wish you the best of luck. Your contributions to KSP will always be loved and remembered.
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
TheUnamusedFox replied to Galileo's topic in KSP1 Mod Releases
Just go on steam, right click and hit properties for kerbal space program, go to betas, hit previous_1.3.1- 7,371 replies
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This was KSP's EULA when I paid for it. I took a trip in the wayback machine to 2012 Compare that to now. Lots of things changed, lots of things stayed the same. --edit I'm just curious, I don't actually care, but this license doesn't have anything like "This limited software warranty and license agreement (this “Agreement“) may be periodically updated and the current version will be posted at http://www.take2games.com/eula (the “Website“). Your continued use of the Software after a revised Agreement has been posted constitutes your acceptance of its terms. " Like the current one does. What does this mean?