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Everything posted by NeoMorph
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You like setting the nodes yourself eh? How about when you just move into a planet or moon's SOI and it is almost impossible to click on the line and add a node. It's one instance that drives me nuts with this game. In the end I say "BLEEEP IT" and then use MechJeb to do it for me lol. Seriously, the node system needs fixing. Have you ever clicked on your path and the "Add New Node" dialog appear and then start bouncing around the orbit? It gets to be a game in itself... click on the bouncing node. Then there is when you have a node open... you are dragging the handles and POP... it shrinks to the default icon... you click on it and POP! it vanishes totally. You manage to get a new one open and it isn't where you want it so you move it along the flight path and POP! it vanishes. Yup... the node system is a good idea but it really needs some work to get it stable.
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I try to keep my launch vehicles under 150 parts. Of course, once in orbit you will have lost some bits and when you dock with a station it is increasing them again so it gets to be a hard decision on making fancy ships and killing your FPS or using plainer ships and making the game playable. I honestly don't see that the game isn't playable for this stage of development... that is, if you behave yourself and keep the part count under 150. My biggest problem has be crashes and even that doesn't bother me too much (the exception being the one instance that I thought I had killed my graphics card due to artifacts developing before each crash). I do wonder at the decision to use unity though. For a game that uses so many physics calculations and doesn't support multi-threaded and GPU calculations is a bit of a strange decision. Was it costs that forced them? If so, couldn't the success of the alpha help them to move to a more able engine?
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Q: How long until we get a performance increase? A: PIECE OF STRING!
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Hell yeah... I'm a VERY heavy mod user and I had to do a LOT of research to figure out that a specific mix of mods caused editing in the VAB made my video card go into meltdown. Artifacts all over the screen, flashflashflash and then... blackness. Fans inside the PC case shut down then start up... and the screen appears again... More artifacts and a repeat... and repeat... and CRASH! I really thought my video card had died. But it worked fine outside of the VAB so it had to be a mod. Yeah, Bobcat's Orion mixed with several other mods caused one awful bug for sure. I need to nail the problem down but for now I went back to a clean install and just added a few mods and everything is fine. Scared the doodoo out of me as I can't afford a new card (saving for my XBone - yeah, deal with it lol).
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spotted a strange spot of light on kerbin's surface, from orbit
NeoMorph replied to sgt_flyer's topic in KSP1 Discussion
Yup, it's a bug. I reported in back in 19.1. It appeared after they "fixed" the lighting heh. It's the problem with programming. Fix a bug and you will nearly always have another bug appear. -
[0.22.X] BobCat ind. Historical spacecraft thread
NeoMorph replied to BobCat's topic in KSP1 Mod Releases
I'm just finding that my Kethane modified Altair Cargo is just struggling to reach orbit and then get into moon orbit. When I reach the moon surface the last time I ran out of fuel just 20m up lol. That extra engine on the thrust stage would probably get me into orbit a bit quicker (and use less fuel ironically). I don't know. Maybe I need to change my ascent profile (yeah, for multiple launch testing I let Mechjeb handle it so as to keep the data consistent). -
Penguin, just play the game however you want to play it. Some get their fun out of using the stock system. I tend to want to push the envelope with all my mods a little heh. I'm not knocking the purists, in fact I tip my hat to them because they can submit true bug test results without the mods to muddy the waters. Oh and those mods I listed are only a FEW of the mods I have installed. I have several others that are really awesome but it's best to play with a smaller load at the beginning because it starts to get hard to find things. Even I have to open the part files at times just to find which section they are in lol. I do wish Squad let us list in alphabetic mode and search for specific parts in the future....
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[0.22.X] BobCat ind. Historical spacecraft thread
NeoMorph replied to BobCat's topic in KSP1 Mod Releases
Oh dear... I think that Bobcat actually has made a booboo... This is talking about the EDS... The Ares V in the new release has five engines while the EDS has one engine. Seems it is a combination of version 1 second stage (ie 5 engines) which should require two J-2X's on the EDS. If it was a version 2 it should use 6 ER-68B's on the second stage with the one J-2X on the EDS. -
Don't tell Alan Bean that LOL...
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I dunno... Sometimes the darkness gives a dramatic flair... Title: Visiting The Historic First Mun Landing...
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[0.22.X] BobCat ind. Historical spacecraft thread
NeoMorph replied to BobCat's topic in KSP1 Mod Releases
Yeah, I really didn't realise the EDS has a dual function... From Wiki... Yup... Bobcat nailed it once more! -
Been done many times... and many times we rebuild them after a new release of KSP comes out lol. But still go ahead and build your Munar Orbital Station... It's great fun if you add a fuel depot to it as well. Edit: I think stations will be 100000000x better when they add in internal transfers and the ability to move about inside the vehicles/pods/stations/whatever.
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Oh god... REALLY dicey thing are mods. Some like they and others hate them. Edit: Ooops - killed my mod list when I selected them and hit enter. I'm a mod lover and here are the ones I think are ESSENTIAL! Crew Manifest - For managing your Kerbals so you can choose to have none on probe driven craft to test them without killing anyone. Editor Tools by DeadB33f - This mod is slightly broken but is still useful for doing symmetry in the VAB Haystack - Makes using the map screen easier as it helps locate craft. KSPX - Nice Parts KW Rocketry - Also nice parts MechJeb 2 - VERY controversial but a lot of people (me included) use it to lesser and greater degrees. I personally love the darn thing. Protractor - Great for plotting interplanetary transfers. Subassembly Loader - For saving part built rockets to use again and again. You can then just build the payload and grab the booster sections you prebuilt from the SubAssembly Loader. Awesome mod! Romfarer's Docking Camera - Great for getting your manual docking skills. Engineer Redux - Great for building rockets for specific purposes
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I wonder if the devs will ever add in g limits and things like the crew mod. I know they said they didn't want to make it too hard but by making it about half as hard as real life should be enough...
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I've only just clicked that you have cat tracks on that lander. Thinking of going for a Thunderbird Mole look eh?
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[0.22.X] BobCat ind. Historical spacecraft thread
NeoMorph replied to BobCat's topic in KSP1 Mod Releases
I love Bobcat's work and don't have that much problem with the mods at all. I only pointed out the stock build of the LER cargo because I know a bunch of people would be screaming "YOUR MOD SUX CUZ IT BLOWS UP B4 ORBIT!!!1111 IT DWNT WERK!!!111" lol. I've been having fun making an Altair Kethane Mining Rig. I messed built it fine then totally screwed up the staging so that when I got to the moon orbit I decoupled the EDS and found the I was still controlling EDS while the lander glided away... Switched to the lander and couldn't control it. Engine fully fueled, electric fine etc.... but I couldn't control it. Took me an age to find the problem, and yes, it was me screwing up the build. Fixed it finally but have yet to fly it to the Mun to try out. -
[0.22.X] BobCat ind. Historical spacecraft thread
NeoMorph replied to BobCat's topic in KSP1 Mod Releases
I seem to also be using the EDS to get into 100km final orbit. Must be doing something wrong I guess. -
Welcome to the Dooomboat.... I will now sing the doom song!
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[0.22.X] BobCat ind. Historical spacecraft thread
NeoMorph replied to BobCat's topic in KSP1 Mod Releases
Like the update but for some reason the LER Cargo has a bad clipping problem with the LER's jiggling about like crazy. Causes an eventual collapse of the launch vehicle before orbit. I decoupled the fairing so it is easier to see out of the cab. As you will see, there seems to be a clipping problem causing the whole LER to bounce about like crazy while the Kerbals and the platform the LER's are sitting on are rock solid. These are the stock "LER cargo AresV" craft builds. -
I'm really quite interested in lander construction because ones that look like they should work perfectly end up crashing and burning while ones that look like they couldn't get off the ground, let alone land in one piece, end up flying perfectly. Do you choose fat stubby ones with multiple engines or narrow tall ones with single engines. Maybe choose radial engines angled away from the body even. Nukes seem the weapon of choice for long duration, efficient ones. I just know that it's one of my favourite pastimes in KSP. Like this one I was messing with using SmartASS and Translatron to control it precisely. It's something I'm looking into as a moon hopper for transport (will eventually use KAS to move cargo).
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Empty Habital Containers
NeoMorph replied to chrischambers's topic in KSP1 Gameplay Questions and Tutorials
Yup. Crew Manifest Mod - Lets you choose who and how many Kerbals to use.