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Everything posted by Tex_NL
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Communotron 16 vs 16s
Tex_NL replied to BrokenPhysics's topic in KSP1 Gameplay Questions and Tutorials
And it's always active at full capacity. You can not forget to deploy it. Plus sometimes it just looks better. -
The 'why' is the most important part of this question. And I am pretty sure it is the same for nearly everybody: Because the game NEEDS it. Too many features are still missing in KSP. Mods bring the game closer to completion.
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career or science mode for beginner?
Tex_NL replied to modybird's topic in KSP1 Gameplay Questions and Tutorials
Do you like what you're doing? Stay! Don't you like what you're doing? Switch! Keep in mind; career, science and sandbox do not exclude each other. You can have as many play-throughs side by side as you like. Simply create a new game and play around with settings and difficulties. If you don't like it quit, delete and try again. Nobody, and I do mean NOBODY has the right to tell you how to play your game. Play the game the way YOU want! Do what YOU like! -
Petition to include all 2013 purchases for free DLC
Tex_NL replied to CjStaal's topic in KSP1 Discussion
Exactly. As much as I am against any form of paid DLC the free/pay cut-off must remain where it is. The date has been set a long time ago. By changing it you will make some happy and P-off others that still just miss out. If you can change it a day why not change it a month or a year? If you start thinking along those lines you'd better quit and open up everything for everybody. -
Fairings are a gift from the gods. Anything inside will be free from atmospheric drag. As long as you keep things balanced it doesn't really matter where/how you carry your rover. On top, on the bottom, on the side. You can even transport rovers in kit form and assembled on-site with KAS. Once I carried a rover in-line with the lifter and landed vertically. Then tipped the entire thing over on its wheels and detached the landing stage. (Just make sure you do not bust your wheels or bring an engineer that can repair them.)
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1.0.5 crashing with a mod.
Tex_NL replied to iiDogeWave's topic in KSP1 Technical Support (PC, modded installs)
And even then there is a lot you can do that might fix the problem: -
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Licensing issues. Keeping pace with individual updates. Taking responsibility for out dated versions and mod conflicts. And probably a few more issues. Mod packs in general are a BAD idea.
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Reading Dutch is reasonably easy to learn for someone who already knows English or German. They share a common ancestry and are relatively similar in both vocabulary and grammar. Speaking it will be tricky for pretty much everybody. Dutch use various sounds and pronunciations not (or very rarely) used in any other language. Besides the tricky pronunciation, Dutch day to day language is laced with proverbs, idioms and contradictions. In one situation a sentence or word can mean one thing. In another situation it might mean something completely different. We know what it means since we use it every day. A foreigner might understand the words, but has no idea what they exactly mean.
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[1.3.1] [EN | ES | DE] Action Group Manager Continued
Tex_NL replied to Alshain's topic in KSP1 Mod Releases
Oh yeah. So much better. Love it. -
[1.3.1] [EN | ES | DE] Action Group Manager Continued
Tex_NL replied to Alshain's topic in KSP1 Mod Releases
Good to hear you're not against it. I honestly do not care about the default setting, as developer that's entirely your prerogative. But since I prefer the black Unity skin about the grey KSP skin any day of the week I would really appreciate the option to choose. Perhaps one of the other modders that already offer the option can point you in the right direction. -
[1.3.1] [EN | ES | DE] Action Group Manager Continued
Tex_NL replied to Alshain's topic in KSP1 Mod Releases
Would it be possible to make the black Unity skin available? Many mods (MechJeb and Blizzy's Toolbar for example) use it or have it as an option. And it looks SO MUCH better than the grey KSP skin. -
Clearly your definition of overpowered differs from mine. But that's completely besides the point, it's your challenge. I won't go into that. What does matter is the fact the challenge still borders on impossible. There is no such thing as a stable orbit on jets only. Without some kind of gravity assist you will fall back into Kerbins atmosphere. Not stable. With a Mun or Minmus encounter you can raise your Pe above 70 km but sooner or later you will encounter Mun or Minmus again. It might be days, weeks or even years. Sooner or later you WILL encounter it again. Not stable. Leaving Kerbins SOI, either with a gravity assist or directly, will result in a similar scenario. You will encounter Kerbin again. Not stable. In case you're lucky enough to encounter and get an assist from another planet again you will run into it again eventually. Not stable. Without spending energy in orbit to stabilize your orbit (e,g, not encounter any SOI or atmosphere) no orbit is stable. And on just jet engines this is not possible. Jets don't work in a vacuum. Landing on any non atmospheric body is out of the question for the same reason, jets don't work in a vacuum. You can hit them, but a crash is not a landing. The only three targets that are at least in theory possible are landing on Duna, Eve or Laythe. But all three border on impossible. You'll need to leave Kerbins atmosphere at an exact speed, angle AND time to even get a Mun encounter. You'll have to hit Mun at an exact speed, angle AND time to get the proper assist to fling you all the way to Duna, Eve or Jool. And if you're lucky enough to do that you still need to hit the atmosphere at the proper angle to aerobrake and get captured. Either to land or get an encounter with Laythe, aerobrake, get captured and land. ALL THIS has to be set-up while still blasting through Kerbins atmosphere at an insane speed. for a very simple reason: jets don't work in a vacuum and the challenge is jets only. At least on paper is should be possible. But in practice ... not so much. If you show me an unedited video of you taking off from KSC and land on Laythe on nothing but jets (no RCS, no rockets, no nukes, just air breathing jet engines) I'll buy a hat, take it off and eat it.
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OK, you're right. I miss read. You indeed do allow the overpowered Mk2 expansion engines. You could have been a bit clearer about that.
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Would be a nice addition to the F12 debug menu. It's actually so nice it has been suggested before a few times. Sadly each time to no avail.
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On stock engines NOT POSSIBLE! PERIOD! The images you've provided use the overpowered OPT engines you so cleverly outlawed. Just on stock engines you CAN leave the atmosphere but you will NOT get anywhere near a Mun encounter. Let alone Minmus or leave Kerbins SOI. There have been MANY challenges just like this one in the past and NONE ever reached an altitude much above 200km.
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What features in a DLC would you happily pay for?
Tex_NL replied to Rocket Farmer's topic in KSP1 Discussion
People who are enthusiastic about paid DLC's are forgetting one VERY important thing: Paid DLC's will kill the ability to mod! Almost anything that can possibly be added by a DLC can be modded. The only way for Squad/T2 to monetize a DLC is to disable the ability to mod a similar feature. The ease of modding is one of KSP's core strengths. Quite possible THE core strength. After a few play-throughs the game quickly looses a large part of its appeal without mods. Removing or restricting mods will effectively kill the game. So if you love the game you will oppose paid DLC's wherever and whenever you can. Almost everything Squad/T2 might ask you to pay for a modder can do for free. -
What features in a DLC would you happily pay for?
Tex_NL replied to Rocket Farmer's topic in KSP1 Discussion
And if they decide NOT to honour that agreement there is nothing YOU can do about it! -
What features in a DLC would you happily pay for?
Tex_NL replied to Rocket Farmer's topic in KSP1 Discussion
Until the game is complete and actually finished: ABSOLUTELY NONE! After that, we'll see. -
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It's about time to come out of posting-retirement, I haven't posted for months for various reasons, non of which I will explain here or any place else. Too many prudes, posers and wannabe's will take offence. There hasn't been ANY reason to put ANY extra code lines ANYWHERE to set the throttle for a LONG time! Go into the settings menu. On the VERY FIRST page move the default throttle slider down to 0.| Yes, it is that simple if people just bothered to look. P.S. This is one of those very rare occasions SQUAD actually listened to complaints and gave the players an option to choose.
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Since you only have 4MB RAM you're most likely simply running out of memory.