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KSP2 Release Notes
Everything posted by TMS
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Run active texture manager if you have other large mod part packs.
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Pointy end goes up.
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Kerbal Stuff, an open-source Space Port replacement
TMS replied to SirCmpwn's topic in KSP1 Mods Discussions
[[https://imgur.com/blahblahblah]] The markdown example listing isn't linked to on the mod edit page at the moment. -
Many of us were waiting for Wayfarer... http://steamcommunity.com/sharedfiles/filedetails/?id=138262604 Unfortunately, one of their devs left and the project folded after a long period of inactivity and delayed kickstarters and alpha builds. The later devlogs and interaction between the lads always looked a little awkward. Shame it turned out this way, because the concept was great.
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lol... what you saying about Ippo? The adverts that contain little "product windows" are usually configured for your recent history, but a lot of it looks like random dross. Like, right now, I'm looking at an advert for Fluke infrared thermal imaging cameras. There has been a large number of malware ads recently but I only notice them when browsing on my iPad.
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LCARS Natural Cause Inc. - The Star Trek Universe
TMS replied to philotical's topic in KSP1 Mod Development
Needs El-Baz to be complete. Looks interesting. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
TMS replied to rbray89's topic in KSP1 Mod Releases
Is Better Atmospheres compatible with the overhauls? I had assumed not. -
Yeah, I understand that the sweet spot is where the thrust HUD indicator glows blue at its edges. Trying to. I guess that's where I thought a dual stick controller would excel. Hmmm... that sounds workable. Thanks. I had been using the mousewheel for roll, but it's just not precise enough to work well. Pre-set thrusts are probably wise. Will give another try.
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Remapped the keys and tried this again. Damn, this game is sluggish. I know yaw has been intentionally dampened to encourage roll/pitch manoeuvres, but even they are encroaching geriatric standards in their speed. Combat is so dull. Thinking that perhaps the use of a controller would be the way to go? There's just too many thrust axis for this to be played on a keyboard.
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I was thinking a shock cone that kept the curved form of the Mk2, kinda like... ...but with an elliptical cone.
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Kerbal Stuff, an open-source Space Port replacement
TMS replied to SirCmpwn's topic in KSP1 Mods Discussions
Love the redesign. The edit mod description page doesn't have a link to your markdown examples, unlike your edit profile page which does. -
This. Especially the taxiing.
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THESE TEXTURES NOW HAVE A NEW HOME, PLEASE SEE... Download Link: https://kerbalstuff.com/mod/28/TMS%20TAC%20Life%20Support%20Retexture Forum Thread: http://forum.kerbalspaceprogram.com/threads/124302 Had a couple of folks ask me to update the textures I did a few months ago so that they fit with TAC version 0.10 (thanks again, encouragement is good). In this v2.1 update: Textures converted to PNG Waste containers textures added Sabatier Reactor textures added Texture support for Modular Fuel Tanks Customised toolbar textures Download Link: http://beta.kerbalstuff.com/mod/28/TMS_TAC_Life_Support_Retexture (same pics, but not much has changed)
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Screamingly obvious thing that I should have done ages ago
TMS replied to Wanderfound's topic in KSP1 Discussion
A rocket made out of flesh? Calling Cronenberg. -
Screamingly obvious thing that I should have done ages ago
TMS replied to Wanderfound's topic in KSP1 Discussion
Are you x64-ing it? The length of time I have to wait to boot the game after every crash really should have convinced me to wipe the slate clean. -
Thanks for this contribution. I'm pretty much resolved to installing NEAR - probably for 0.25 - so will no doubt refer to this post again at some point.
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Interact with terrain scatters (for SCIENCE!)
TMS replied to peadar1987's topic in KSP1 Suggestions & Development Discussion
Don't often comment in here, but that's a very good idea. Fits into the stock experience well and gives much-needed purpose to ground operations. -
SRB separation always blows my ship up
TMS replied to Talavar's topic in KSP1 Gameplay Questions and Tutorials
Kinda. The bug is in the radial decouplers. Solution Config file edit: http://forum.kerbalspaceprogram.com/threads/88026-Radial-Decouplers-3-75m-Decoupler-Issues-%28Return-of-the-Kraken-0-24-2%29?p=1312724&viewfull=1#post1312724 or Module manager edit: http://forum.kerbalspaceprogram.com/threads/88026-Radial-Decouplers-3-75m-Decoupler-Issues-%28Return-of-the-Kraken-0-24-2%29?p=1313407&viewfull=1#post1313407 -
The Whie Swan: single seater long range SSTO space plane.
TMS replied to 1greywind's topic in KSP1 The Spacecraft Exchange
Interesting use of a winglet to raise the undercarriage. Very neat. -
Kerbal Stuff, an open-source Space Port replacement
TMS replied to SirCmpwn's topic in KSP1 Mods Discussions
Works for Google... -
RE: misaligned navball markers Fairly sure this is a long-standing stock KSP problem... or, at least, it used to be. I've used DPAI for so long that I can't remember playing without it. Stock KSP always had a problem with 'control from here', in that it didn't update the navball to reflect your new 'position', it continued to assume the position of your command pod. Not sure if that ever got fixed. Does the problem exist with the stock inline port?
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Tried that, but the remapping function was dreadful. This was fairly early on, so might have improved since I last tried.
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Cheers guys. Built in/for stock. Haven't tried NEAR as yet.
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Introduction: Despite using Spaceplane Plus for some time, the recent announcement that this excellent mod pack would be rolled into stock encouraged me explore it properly. The result is the SPOC fleet: small, highly manoeuvrable SSTOs able to operate comfortably within 250km of Kerbin, deliver a payload or service a spacestation, then return to the runway. In the end, I got slightly carried away with this concept. Small SSTOs are fun! I decided to make something that a new player could successfully get into orbit and use as part of their game. I mean something completely bombproof, and would be replicable when 0.25 is released. That means documentation, instructions and videos... so here goes! Design: There are three craft in the fleet: Crew Transfer Vehicle (CTV), Payload Delivery System (PDS) and the Personal Transfer Vehicle (PTV). All are built around three core principles: It should look viable as a spaceplane: Swept delta wing design Consistent design across the fleet No intake spamming Each member of the fleet should serve a specific purpose It should be easy to use: Advanced stabilisers to improve manoeuvrability Single turbojet to prevent asymmetric flameout Integrated stock RCS ports providing six-way control Slightly inclined landing gear to encourage early lift off on the runway Wide and reinforced wheelbase for stable take offs CoL accommodates moving CoM after fuel usage High-lift, low-speed gliding capability for easier landings Extensive instructions inside the craft file It should be efficient: Rapid ascent profile Atmospheric engines capable of reaching a 150-200km apoapsis Oxidiser balanced for mission profile The Fleet: Payload Delivery System (PDS) Download: http://1drv.ms/XVOdq0 Description: This craft is designed for taking small probes or satellites into low Kerbin orbit and forms the design principle on which the rest of the fleet is based upon. It comes already laden with a 2500kg LFO science probe in the cargo bay. The probe has approximately 1900 Delta-V and is equipped for atmospheric and non-atmospheric landings. All instructions and quoted figures are based on that cargo being in place. Performance will vary according to payload mass. Vital Statistics ================================= Max AP: 160km (from air breathing ascent) Delta-V: 400 (LFO vacuum) Payload: 2,500kg (optimal) Parts: 62 (empty); 90 (laden) Cost: 31,795 (empty); 58,479 (laden) Flight Instructions: Press 'T' to engage SAS and go to max thrust. Toggle AG1 to activate Turbojet. Pull up continuously on runway. You will lift off at approximately 110 m/s. Maintain 45° prograde vector until your apoapsis reaches around 20,000m. At this point, flatten out so your prograde vector is just above horizon. This will probably require a heading of about 10°. Ideally, as you reach 30,000m, your vertical velocity should be at or below 50m/s. You should maintain this for as long as possible, spooling down the Turbojet slightly after every flameout. Done correctly, your apoapsis can reach in excess of 160km with air breathing engines alone. At final flameout, toggle AG1 to switch off Turbojet. Toggle AG2 to switch on LFO engines and close air intakes. Circularise as normal. Crew Delivery Vehicle (CTV) Download: http://1drv.ms/XVOoli Description: This craft is designed for bringing crew up to orbital stations or interplanetary craft/cruisers. It uses the same basic design as the PDS craft. All instructions and quoted figures are based on four Kerbals being carried as passengers, in addition to the two piloting the craft. Performance will vary according to payload mass. Vital Statistics ================================= Max AP: 192km (from air breathing ascent) Delta-V: 450 (LFO vacuum) Payload: 4 passengers (optimal) Parts: 60 (empty) Cost: 35811 (empty) Flight Instructions: Press 'T' to engage SAS and go to max thrust. Toggle AG1 to activate Turbojet. Pull up continuously on runway. You will lift off at approximately 80 m/s. Maintain 45° prograde vector until your apoapsis reaches around 20,000m. At this point, flatten out so your prograde vector is just above horizon. This will probably require a heading of about 10°. Ideally, as you reach 30,000m, your vertical velocity should be at or below 50m/s. You should maintain this for as long as possible, spooling down the Turbojet slightly after every flameout. Done correctly, your apoapsis can reach in excess of 190km with air breathing engines alone. At final flameout, toggle AG1 to switch off Turbojet. Toggle AG2 to switch on LFO engines and close air intakes. Circularise as normal. Personal Transfer Vehicle (PTV) Download: http://1drv.ms/XVOhWX Description: This craft is designed as a personal runabout for a pilot and co-pilot. It can be used for small crew rotation or attached to a long-range vessel for deployment on Laythe. All instructions and quoted figures are based on two Kerbals being carried. Vital Statistics ================================= Max AP: 205km (from air breathing ascent) Delta-V: 950 (LFO vacuum) Payload: None Parts: 61 (empty) Cost: 30064 (empty) Flight Instructions: Press 'T' to engage SAS and go to max thrust. Toggle AG1 to activate Turbojet. Pull up continuously on runway. You will lift off at approximately 40 m/s. Maintain 45° prograde vector until your apoapsis reaches around 18,000m. At this point, flatten out so your prograde vector is just above horizon. This will probably require a heading of about 10°. Ideally, as you reach 30,000m, your vertical velocity should be at or below 50m/s. You should maintain this for as long as possible, spooling down the Turbojet slightly after every flameout. Done correctly, your apoapsis can reach in excess of 200km with air breathing engines alone. At final flameout, toggle AG1 to switch off Turbojet. Toggle AG2 to switch on LFO engines and close air intakes. Circularise as normal.
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I bought it a few months ago, struggled with the controls and remapping, and never played it again. Couldn't get used to the mouse rotation.