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Everything posted by PDCWolf
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[0.24.2] Wolf Aerospace - Perfectrons / L.E.S. Pack [11.08.2014]
PDCWolf replied to PDCWolf's topic in KSP1 Mod Releases
I have good news: Not only did I receive my brand new 1TB WD Caviar Black but I also managed to recover 995 non damaged GB from my old drive, so, I'm already working with some stuff and I also discovered how to make the LES act as a escape tower and a decoupler. I've also figured out how to make the vertical and lateral d̶e̶c̶o̶u̶p̶l̶e̶r̶s̶ perfectrons without them looking bad AND I have a surprise in mind, but it's big and it'll take some time. -
I believe the only things that won't be able to continue are land bases (like from 0.19 to 0.20), this is just speculation based on the last weekly that said something about an art pass for the planets.
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[0.24.2] Wolf Aerospace - Perfectrons / L.E.S. Pack [11.08.2014]
PDCWolf replied to PDCWolf's topic in KSP1 Mod Releases
Thank you. Wasted many hours in photoshop for that logo, too bad it's going to be replaced. As a small update, my samsung HDD crashed, killing my main rig which I use for KSP and obviously modeling (and pretty much anything that requires power) I managed to recover the data, but I cannot use it since I cannot test the parts. The models are mostly done though. -
[0.24.2] Wolf Aerospace - Perfectrons / L.E.S. Pack [11.08.2014]
PDCWolf replied to PDCWolf's topic in KSP1 Mod Releases
If I'm not wrong, all it'll take is a radial attachment instead of a stack one, and obviously placed on the correct position. After I'm finished with the "standard" ones I'll try everything you guys suggested. -
The first part would be discriminating our opinion because we come from the same "place" which, thanks to certain people, has a bad reputation. And the second part is why I asked for the thread to be moved, to have more members of the community discussing the topic (while you or whoever practices their moderation skills by keeping the discussion civil instead of closing the thread, just like Let's not and the criticism thread).
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But it -should- add on the weight they give to the community at the time of making a decision. I mean, the majority of the community agree on something, the rest is just logical.
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As the report button may not be used to report this, May I request that this thread gets moved to a more active section?
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[0.24.2] Wolf Aerospace - Perfectrons / L.E.S. Pack [11.08.2014]
PDCWolf replied to PDCWolf's topic in KSP1 Mod Releases
If it turns out to be impossible to do it in one part, I'll consider doing them in 2 or 3. -
Thanks for making the thread, too bad it took hundreds of timeouts in the stream and 2 closed threads beforehand. No thanks for deleting one of the messages giving an opinion. Now, I didn't really like skunky's participation in the stream. His interview capacities are pretty questionable and I'm not even going to talk (because it was already mentioned) of his mechjeb usage. I mean, at least he can fake liking the game, which he doesn't even do or try. After that, the stream quality went way up with schmoog and the next streamer which I don't remember his name (sorry man). To finish, I'm really sorry for Majiir, as his mod-showcase stream got pretty much eclipsed by skunky's participation, swearing and constant unprofessional and even infant-like behaviour. The mod was looking great and we barely got to see what new features it had, so, good work for you Majiir, even if you couldn't show it enough or to your hearts content (I really think it would have been a million times better if you alone commanded the stream).
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[0.24.2] Wolf Aerospace - Perfectrons / L.E.S. Pack [11.08.2014]
PDCWolf replied to PDCWolf's topic in KSP1 Mod Releases
Thank you guys for the support. I added video demonstrations for the Apollo LES (the only one that is already finished). Not -yet-. The point is I want to keep my parts plugin-free and the way the game handles modules by default is very limiting on some aspects, I'm trying to make them work and to be able to separate the LES without needing a stack separator. I had something close to that in my head, also some vertical separation motors. -
Welcome to Wolf Aerospace!, Here you'll find a lot of useful bits and pieces to add to your rockets. What I want the most is to both fill gaps in the stock game (Launch escape systems, radial engines, solid rockets) and remake some stuff that doesn't quite fit my idea of how they should look (Perfectrons). Everything here is, or at least I make it look, stockalike. I also try to keep all the stuff balanced in both cost and performance so that they are not out of place in career. RELEASES Perfectrons 2 - v0.3 Video Demonstration: WARNING: This download is not compatible with older versions of the perfectrons/LES released prior to 02-08-2014, you need to delete everything and redownload the parts you want. If you downloaded any of the packs after 02-08-2014, then there's no problem and the installation procedure is the normal one: Extract the aWolf folder into gamedata. From now on, downloads contain version numbers to avoid this kind of stuff, I'm really sorry for the inconvenience. Download: http://www./download/xv7brdvgvy5i88h/Perfectrons2.rar L.E.S. Pack - V0.3.2 Apollo-based L.E.S., comes in 1.60m (for RSS/RO), 1.25m and 0.625m sizes. Soyuz TMA based L.E.S. comes in 1.25m and 0.625m sizes Planned: Mercury based L.E.S., Dragon-based L.E.S., etc. Watch them in action: Watch the offset thrust variant "How to build" webm: http://a.pomf.se/bimpcb.webm -Ignore the actual pad test part, look at the second webm for how they perform on version 0.3.2- Watch the offset thrust variant in action on version 0.3.2: http://a.pomf.se/usqnmr.webm Download: http://www./download/5l944rcrwx7vkcm/LESPack-v0.3.2.rar (Includes the 1.60m standard and a 1.60m version for RSS+FAR+Offset CG combo). Not compatible with versions released prior to 02/08/2014, read the warning Please read: The LES do include decouplers so you don't need to add your own. Follow the instrucions below (they are short, I promise) for optimal usage: THE STAGING EVENT ACTIVATES BOTH THE ENGINES AND THE DECOUPLER -For normal flight operation (No emergencies, just the normal LES separation when nearing orbit) --Just use the staging event. -For Emergencies --Set the "Toggle engine" option to your abort action group (or whatever action group you want to use) --Set the "Decouple" option to any other action group OR use the staging event. Given the fuel is depleted, the staging event will just separate the tower. You can decouple the tower by using the docking port's "decouple node" option, but the tower won't go away, as docking ports have near 0 decoupling force. License information:
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PSA: The original squad files are the biggest memory hogs.
PDCWolf replied to GavinZac's topic in KSP1 Mods Discussions
Stock parts have a sh**load of useless polygons where simple textures could've done the trick. Every default model has this problem (from parts to planets and buildings). Also, shouldn't this be on the development subforum? -
I wonder what real astronaut and cosmonaut think about KSP
PDCWolf replied to Pawelk198604's topic in KSP1 Discussion
I believe they think something along the lines of "Yeah, a cool game, except for all those kiddies treating us like meat backups" -
Some things to consider: •You can give KSP as much ram as you want, it won't use more than 4gb and if it reaches that limit, then it crashes. •You can give KSP as much cores as you want, it'll only use one. Some things to lower the ram consumption: •Less parts •Disable terrain scatters •Put max debris down to 25 •Go into settings.cfg and set "kerbinOcean" max subdivisions to 3 on all the "kerbinOcean" iterations. If you can give us detailed information of your PC (processor and video card name for example) then we can help a bit more.
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I'm getting a lot of lag with b9 parts. It takes some second before the scene fully loads to start lagging, and happens only with b9 parts. None of this happens if I keep it stock (or other parts that aren't b9. I'm using mapsat, some custom made parts, kspx, remotetech and kwrocketry and none of them seem to have trouble).
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Why on EARTH would you put mechjeb as an essential once you listed kerbal engineer?.
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Like, seriously, I mean, CHEATING XDXD? ON MY SINGLE PLAYER? XD like, when the game gives me the mission to place a satellite on eeloo but I just hyperedit/"execute" it there, I MEAN, LIKE I'M NOT CHEATING BECAUSE IT'S SINGLE PLAYER XDXD That's how you and anyone who uses that argument look. Anyways, for now, the game has no objectives, so yeah, it's not "cheating", it's just playing the dumb way/nulling the gameplay/making it easier/avoid learning curve but, as soon as there is a career mode with set objectives, your argument is going to be invalid as -snip-
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Never cheated. By the way, both in hyperedit and mechjeb you have to press a button to go to orbit, unless you made a really crappy and uncontrollable rocket, so how comes one is cheating and the other isn't?. Anyways, before anyone gets mad, I like to believe that definition of cheating is just for this thread and not in general, even if people agrees with it outside the thread.
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Well, my first thread on this section and it is about Conqueror-1, my Nth mission to Mun. I've already done Apollo style missions before but never recorded them, so I though this would be a good opportunity to do so. As you can see, the video has "reduced version" in the title, that's because the entire flight took an hour and I managed to reduce it to 10 understandable minutes. I hope you liked it and thanks for watching.
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Poll: Kerbal Space Program's Mun Landers
PDCWolf replied to AncientAstronaut's topic in KSP1 The Spacecraft Exchange
Just for this thread. No RCS, No ASAS, With deadly reentry. Click to enlarge. Liftoff After separation Target set Landing Flag Getting Home Splashing West of KSC -
This is the same as saying "Germany is going down because most germans are jews"
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Not really, since the real-life concept for SSTO with nowadays non-experimental technology will be to go as high as possible with jet engines and then start your rockets, not reaching orbital speeds while in atmosphere as our SSTOs do, which in real life is just stupid (look at x43 and x51, they just go for 30 seconds and then burn themselves to pieces). About reentry heat, it'll obviously add a layer of realism to the actual game that lacks it a lot (I mean, come on, don't even try to think KSP is realistic in its actual state). About reducing the reentry heat, you just need to enter at less angle, a good practice is putting your periapsis at 55 km and place it around 170km before your actual landing target (this is talking with an apoapsis of 70/75km) and that should solve all your heating problems.