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Everything posted by NeoMorph
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Does anyone else have problems targetting the LM hatch? It kind of makes docking parallel to it a bit harder (but not impossible by a long shot). I tend to use mods to show me if I am parallel to to docking port so that first touch is usually a solid lock. Oh and Denny if you really want 1000000000 points... you could make an IVA view that lets you look down from the LM window. The real one had that scale in two pieces so you knew when you were looking from the right point. When both scales were aligned it showed you where you were going to come down (which is where Neil realised they were coming down in a crater). Using a mix of your Apollo and the MechJeb translatron it should be a way to make a landing very similar to the real event.
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1. I love making stuff (especially simulators) 2. Probalby put it in my walk in cupboard 3. I'm going to make my own Eggbot chassis but using the Ebb electronics and software. 4. Not really sure what other parts to do atm. Have been off the last week due to a bug. I still haven't ordered my CNC machine because I want to clear some space for it first and the weather hasn't been brilliant.
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OK, just decided to restart a new clean build to fix a lot of my messed up mods. Then I checked the tracking station thinking that maybe I would get an encounter or an impactor. Then I checked one... First one was going to be a hit. Checked the second one. THAT WAS ALSO GONNA HIT... Guess Jeb has been cursing Kod again. So now I've gotta figure out what I am going to do. Both are class C so they should be easy to catch and release.
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Why I Really Hope KSP Goes 64bit
NeoMorph replied to NeoMorph's topic in KSP1 Suggestions & Development Discussion
Sorry... just frustrated that my build is juuuuuuuust on the border of stable and unstable... It wasn't a complaint against Felipe and crew... it's just me stoned out of my head on morphine (as usual) and trying to find stuff using this awful search engine. Sal, if you want go ahead and kill the thread if you think it's best. It was just me thinking out loud. EDIT: Oh yeah... there is one thing that has been bugging me all day. When you get a saved craft that has parts that you have pared out of the build it just says "Invalid Parts" and refuses to load. Has anyone made a mod that lists what parts I need to put back? Oh and here is where I have found it is stable... I will have to try that texture thing. Edit 2: Well WOW... Big difference... Thanks for pointing me in the right direction Galacticruler and Frank_G. -
I find that the memory limit for parts is really tough. I don't want stations with bazillion parts but I do want a toybox with a large selection to make my vessels. It's when I try loading a pack and find that I hit that 4gb limit and KSP crashes on launch... It just makes me want to scream as it has taken a while to get there. So for now I have to literally cut out bits I don't think I will need from mod packs. I have 12gb on my KSP machine and it's a shame I can't fully use it. So here is me crossing my fingers that they figure out what causes KSP to crash when run at 64bit. One day the sky will be no longer the limit.
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I used to use part clipping all the time... but since 21 I haven't for some reason. I used to use it to make engine clusters but because there are alternatives now I don't. I just have a whole lot of mod engines that do the trick (KW and Soyuz and Kosmos).
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Does the 0.23.5 "patch" have been released too early ?
NeoMorph replied to Justin Kerbice's topic in KSP1 Discussion
Released too soon... Not at all. I think I have played more KSP since 23.5 came out... Too much so in fact lol. I've even been neglecting playing Titanfall... -
Are your asteroid capture missions manned or unmanned?
NeoMorph replied to katateochi's topic in KSP1 Discussion
I've been doing both.... really the poll should have added the "both" category. Either that or say "Was your first Asteroid Mission Manned or Unmanned". It would be cool to work out how much each of our missions cost. Pity that it would be too hard to do with the current system. I just hope in future career modes you will have a fixed budget like NASA does and you have to do stuff that makes the rest of the Kerbals WANT to do manned space science. -
Yeah... the node work is one thing I forgot to mention. WAY better than having a NEARLY perfect node... and then have it go POP! was a real annoying feature of pre-23.5 builds. The number of times I have wanted to throw my keyboard (and actually did a couple of times... with a nicely stretched wire that causes random disconnects that I have really got to get around to fixing lol). There are some new bugs though (vanishing Kerbals when getting back into craft... which may be due to ECLSS tbh but it didn't happen before 23.5. But I really love the fact that even my cheapo graphics card (due to my really good one going boooom) can run it like a dragster is making life hell... Why hell? Well I keep adding more mods just to see what it can handle lol...
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Just found something else by accident... When did the Recover Vessel button appear behind the Altimeter? When your craft lands and you move the mouse over the altimeter the button appears.
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[0.22.X] BobCat ind. Historical spacecraft thread
NeoMorph replied to BobCat's topic in KSP1 Mod Releases
Having another weird thing happening. Launched Orion capsule... stock launch. Unfortunately when the pod plus service module detaches the pod comes loose. I have to use Tweakables to force the staging of the service to OFF and manually activate the engine. I think I have something messed up with my mods (what with this problem with Orion and Altair) so I will make a full reinstall and double check. But everything worked fine before 23.5. -
Science in Sandbox Mode
NeoMorph replied to chaos_forge's topic in KSP1 Suggestions & Development Discussion
The main reason I play sandbox more is due to some mods not supporting the science unlocks. The list is getting shorter over time so eventually I think I will have all my favourite mods supported by career and then I will probably migrate. But science in career mode? I'm definitely in three minds about it. On one hand it will increase immersion. Oh the other hand it would be a message saying "Woot, you did science" and that's it. On the gripping hand you can probably simulate the science yourself. -
Ooooh sweet. I wonder what else was left in for us to find. I've already noticed a lot of "little" bugs have been fixed and have made the game SOOOO much better. Extra features though are always fun to find. Well spotted OP.
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I'm British... but Camembert on French Toast is on my list too lol.
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Ever get a mod build where you have the parts you need to satisfy your addiction and then find the darn thing is unstable as hell. Trying to get the balance right between stable and just enough parts to satisfy you sometimes gets... frustrating, to say the least. It would be nice to be able to figure out what is causing the problems as it's been a while since I have done any real coding and debugging... but hey ho. KSP + Mods should be listed under "addictive substances".
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Soyuz Sentinel 1A on board launch camera
NeoMorph replied to palker's topic in Science & Spaceflight
Wow... I see Bobcats Soyuz launch often in my KSP... and I thought the booster sep was wrong..... but it is entirely accurate. -
[0.22.X] BobCat ind. Historical spacecraft thread
NeoMorph replied to BobCat's topic in KSP1 Mod Releases
There was 3 days of air left in the lander.... plus the regenerator was working on a load of CO2 as well so I don't think it was that. I reloaded and did it in orbit too... as soon as they enter the lander they vanish. I'm going to play with removing stuff etc later to track down the culprit and I'm hoping that ECLSS isn't going bananas. I love making sure they have air to breath... I've lost them to timewarp but never to getting out and going back into a pod. Oh yeah... forgot to say. If I just send one out and then go back in then that Kerb vanished. I just sent Jeb out and left Bob inside... and Bob is fine, even when Jeb does his vanishing act. -
[0.22.X] BobCat ind. Historical spacecraft thread
NeoMorph replied to BobCat's topic in KSP1 Mod Releases
Hey Bobcat... had a REALLY weird thing happen. Took the Altair lander to the Mun and did a walkabout. I then sent them back into the lander and... THEY VANISHED. It's like they got deleted off the ladder and not added to the Altair lander. Was just after I took this piccy in fact... Before 23.5 it worked fine... I did notice that when I got the kerbals out of the lander it didn't give me control of them. I had to manually tab with the ] button to move them. I have a few plugin mods installed (Crew manifest, ECLSS, Mechjeb) so I'm going to do some checking later... -
Yup... it's definitely affecting my Kerbals...
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LOL... That is a bit... much, I do have to say. One other thing I just found... EVA has changed slightly. When you pop your Kerbals out of the craft it doesn't automatically switch to the Kerbal on the ladder. It stays locked to the craft you are in. Now if it's just your lander it's not a problem but when you are in the middle of a bunch of stuff you have to keep hitting the ] button to switch to the guy on the ladder.
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OH MY GOD... I was just mourning this mod just today when I wanted a bunch more oxygen tanks around my station and the stock limit was 8 (I think) and I had to redo them over and over because I couldn't line them up perfectly lol. Thank you...
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I had one that was like that and I managed an intercept. You just have to launch your rocket into the same inclination as the orbit and then make a slightly smaller one and go out and loop back down behind it (remembering to figure out which way it is orbiting... my first launch I realised I was going to be going the wrong way and wouldn't be able to slow down in time lol... "Do a Danny" comes to mind.
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Some of the things that have niggled me since I started flying rockets in KSP have been sorted and that makes me a happy bunny. For example... no more having to hit the action button twice at launch just to activate something. SRB's no longer fall off your rocket at launch (oh thank you, thank you).... And the performance... I accidentally left on Kerbal Engineer on my rocket and the game didn't turn into stop motion when I launched it. FREAKIN AWESOME. So while the Asteroids are a nice addition I find it's the little things that make all the difference. Thanks Squad.