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KSP2 Release Notes
Everything posted by Temeter
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Man, and for a second I was worried Squad had just crippled modding (after telling a lot of people they sould stop worrying about the EULA^^') I guess things look a lot different from the perspective of a modder, when you gotta carry around mods on the crazy scale of SSTU. Well, gotta know what's best and fun for yourself, or where it becomes work. Whatever you do about modding, Shadowmage, thanks a lot for sharing all of that awesome work with us! Brought me a excrementsload of fun back to KSP, when was tired after hundreds of hours with the 'normal' stuff. And to think I basically just tried SSTU to get some historical engines for RO, thinking it was mostly an engine collection or so^^
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KSP Interstellar Extended Support Thread
Temeter replied to FreeThinker's topic in KSP1 Mods Discussions
You can use the beta tab to go back to an older version. -
On my last eve-mission, I put one of the inflatable heatshield at the front of my craft, one at the top, and that made my ship spin so fast that no part over got hot enough to explode
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So, gliding at kerbin with neutral attitude is 30m/s, not bad. As for Duna, you can get pretty fast, managed 50m/s. Stall speed seems to be like 12m/s, so pretty rough landing, but easily possible. You just have to decelerate just before touchdown. 6m/s are nuthin' to a Kerbal! edit: Actually, you can also land at 50m/s and survive. Just don't expect physics to play nice edit2: Oh my, Eve aerodynamics are buggy as usuall^^ Should work if you don't go vertical or so, though.
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As a sidenote to anyone planning to try the current SSTU versions with KSP 1.4; no need to even attempt it, won't start. (first that that broke seem to be particles; probably because of the switch to shuriken) So pretty much business as usual.
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Kerbal Space Program update 1.4 Grand Discussion thread.
Temeter replied to UomoCapra's topic in KSP1 Discussion
Thanks for the extensive explanation! But at least the close camera, maybe 30m away, sounds mostly correct, isn't it? That doesn't seem *that* bad, considering I use my fighters mostly from that perspective.^^ Would be nice if KSP handled the sounds sepperatly though, that's true. -
I get it for free; but considering how time I put in the game since I bought it back in 2012 or so, it would be worth the price either way.
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Kerbal Space Program update 1.4 Grand Discussion thread.
Temeter replied to UomoCapra's topic in KSP1 Discussion
Makes me wonder, are those engines supposed to be 60s or 00s jet engines? Looking at something like this: The engines in game do kind of sound like modern engines running at low RPMs? -
Kerbal Space Program update 1.4 Grand Discussion thread.
Temeter replied to UomoCapra's topic in KSP1 Discussion
In regards to the jet engine sounds, I will definitly say that they should be a lot quieter in IVA view. -
Kerbal Space Program update 1.4 Grand Discussion thread.
Temeter replied to UomoCapra's topic in KSP1 Discussion
That's actually how real jets sound, even moreso high performance military/aerospace jets. Those turbines produce really ugly whine. Panther seemed fine to me, and actually sounded like a powerful engine. -
Played a bit around with the extension, and it seems to work pretty well. I particuarly like how the Bloom works. Works pretty well, and didn't yet encounter bugs apart from the eye adaption issue. Might be personal opinion, but IMO some of the stock settings are a bit bright. The effects should be more subtle; but then again, the configs are pretty good for changing it to my perferences. An 'objetive' feedback I would give is that the VAB is far too dark in stock settings. It's a bit unpleasant on the eyes, between the dark colors and strong bloom. Considering how tedious and complex craft construction can be, I think the VAB should be well lit and easy on the eyes. (not sure what the ideal settins would be here, tbh)
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Disabling boil-off via heat pumps doesn't work, because SSTU boiloff is static, and not influenced by body or internal temperature. It's either no boiloff, or a low/zero boiloff container, the latter needing electricity.
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The eye adaptation can be neat, if used conservatively. Particuarly in space-faring, going from looking at planets to space is a pretty massive difference. I found that the null-refs under DX11 also coincided with a memory leak that happened as soon as I went to launchpad. Didn't have the camera-tilt, though. After removing the eye-adaption, everything seems to work fine!
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Just went back to KSP once again, and those new systems sound interesting Also, KSP 1.4? Does that mean the historic expansion and mission editor thing is finally geetting? Neat, I don't mind a bit more stock-dabbling. Also gratz on the promotion!
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Your best bet is B9 procedural wings. Obviously no PBR shaders, but you can change the wings color and have some surfaces: Also, that's a neat rocket
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It's actually pretty simple! Just a very basic rocket, the top is the Orion style capsule with the launch escape system atop of it. Below a thicker hydrolox stage with a j2 engine, then a long LFO tank with an atlas style adapter and two F1's. The color scheme for almost all parts is IIRC brass metal primary, copper metal secondary, platinum metal tertiary. Craft is merely 13 parts or so. Really not much to it, SSTU is quite easy to use yet produces cool results if you know the basics. If you wanna check my craft file: https://www.file-upload.net/download-12830793/Goldcraft.craft.html
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Oh god I didn't know at all someone continued this amazing mod!!! Thank you sooooooooooo much @linuxgurugamer <3 <3 <3
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edit2: Found it! In case someone wants it too, and I absolutely recommend this amazing mod: https://spacedock.info/mod/614/SmartParts ----------------------------------------------------------------------------------------- I know there was a mod, originally an addition to a space shuttle mod from the same author. Can't find it or really anything else that works in 1.3. Basically, I want a mod where I can set it up so pressing '1' on my craft triggers another crafts staging/action group, '2' triggers another one, etc. edit: Also, this thread might belong into the mod discussions section, thinking about it^^
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Done! Might also drop one about some parts having issues with vertical scaling, gotta take a closer look