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Everything posted by Tex_NL
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Imagine building a car and give the customer the option to choose what engine he wants. And what gearbox, fuel type, body type, tire size, accessories, colour, etc. Now the customer will end up with exactly the car he wants and not an expensive garage full of parts he will never use Oh wait. Car manufactures are already doing this.
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At least you know how to delete the parts you don't want. Many do not. There is an ever increasing number of players (apologies in advance to those that feel offended) that are too dumb to even install a mod without somebody holding their hand. Let alone dive into the installation folders and manually remove parts. P.S. I chose Mk2 Expansion and B9 Aerospace in my example for no other reason than that I stopped using those mods for this exact same reason. Their RAM footprint started to outgrow their usefulness.
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I see where the OP is coming from but MJ, KAC and KER are probably the worst examples possible. All three are already pretty small, there is little to no benefit in splitting them up to even smaller pieces. Better examples of mods that have grown too big for their own good are Mk2 Expansion and B9 Aerospace. An overwhelming amount of parts with an even bigger memory footprint. An example how it could/should be done is Near Future Technologies. Again an amazing amount of parts to choose from but all bundled in themed packs designed to work together as well as apart. Simply choose the packs your interested in and ignore the rest.
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Control From Here Problem
Tex_NL replied to xiaomin's topic in KSP1 Gameplay Questions and Tutorials
In the VAB add an additional probe core, right side up. Use THAT as the root and control point. Nothing is keeping you from using multiple probe cores or crew pods. Try to think OUTSIDE the box. Really, it is not that hard. -
KSP not working properly Launcher/6DOF
Tex_NL replied to jensgw's topic in KSP1 Technical Support (PC, unmodded installs)
The launcher/updater has been a mess ever since the first day it was introduced. To my knowledge it has never functioned as it should and is riddled with bugs and errors. The solution is as simple as it can be: Don't use the launcher/updater! Go straight to your installation folder and use the executable instead. The launcher/updater does not add anything that can't be done without it. -
Don't you mean nothing new in the other thread? I started this thread about 2.5 hours before PGTART started the other one.
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Need I say more?
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If you would do the same as @Sharpy did above while pushing a known mass it would not be too hard to calculate the mass of a single Kerbal.
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A request for LifeSupport standardisation
Tex_NL replied to TheCardinal's topic in KSP1 Mods Discussions
Standardization is good. But only if everybody cooperates. Best, and most effective way to standardize life support standard is for Squad to introduce life support.- 8 replies
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gravity not a pure force, but emerging force.
Tex_NL replied to PGTART's topic in Science & Spaceflight
Already posted this: -
Correct. I've done the same. As long as you follow the correct file structure it doesn't matter where you put it.
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The BLEVE I belief. And I won't doubt it can blow out the windows and/or dislocate doors and timber framed walls. But actually raising the roof I find a bit hard to belief. I won't say it can not happen. Cans can burst from high heat and the contents are usually highly flammable. But I doubt there is enough explosive potential in a deodorant can.
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Both true. But go back and re-read the quote I posted: "The reactions were violent enough to crack the bathtub, but not nearly as powerful as a hand grenade." Enclosing the explosion will definitely intensify it. A simple glass jar is not sturdy enough to be significant. The sewer (or a well sealed bathroom) itself however would be. But this would also be true for the hand grenade. And flushing a hand grenade down the toilet won't level a house.
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Dark matter might not be as dark as expected. In fact it might not exist at all. Dutch professor of Theoretical Physics at the University of Amsterdam Erik Verlinde's new theory explains astronomical observations without the need for dark matter. (Sorry for the hardcoded Dutch subtitles.) Articles on Cornell University Library: https://arxiv.org/abs/1611.02269 And the paper for those interested: https://arxiv.org/pdf/1611.02269v1.pdf
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Science horror story. With the emphasize on story. It's an urban myth. Yes, it is dangerous and you can do some serious damage. But it's not a bomb. Straight from the mythusters website (http://mythresults.com/viewer-special-threequel):
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And that is exactly why nobody should answer your question. What's keeping you from finding out yourself? Build a craft and go there. If it turns out to be just a dish then it is just a dish. If it is something else then it it is obviously more than just a dish. Either way you will have an answer. And the satisfaction you found out yourself.
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Tourist Training Policy
Tex_NL replied to SpacePilotMax's topic in KSP1 Suggestions & Development Discussion
Perhaps they could be able to plant a flag or pick up a souvenir. But that should be about it. They are paying customers, not a replacement for trained kerbonauts. -
Squad, please don't waste time on translations. I understand you want to make the game more accessible to certain people. But please, PLEASE can we focus on actually finishing the game before adding ever more needles fancy features?
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Uncontrolled spin glitch
Tex_NL replied to Scarecrow's topic in KSP1 Technical Support (PC, modded installs)
Autostruts are evil. They are the spawn of the devil. I tried to shore up my wobbly space station with autostruts. The wobble only got worse. Turned out the wobble was actually caused by the autostruts. Only by removing all of them was I able to subdue the Kraken. -
@Archibald1936 What version do you have installed? The MechJeb2 you get from the main download is not updated for 1.2.1 yet. Make sure you have the latest Dev build.
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The Great Star Fleet Bandwagon of 2016
Tex_NL replied to Gman_builder's topic in KSP1 The Spacecraft Exchange
Had to dig pretty deep to find this thread again but this is where mt Bird of Prey belongs. I am already working on a MkII and it looks even better. 100% stock and near perfectly balanced. Seats 4 and with a bit over 4100m/s dV in can intercept pretty much anything in Kerbin's SOI. (Open spoiler for more detailed SPH pictures.) Bird of Prey Mk II: Upped the TWR by roughly 50% by adding a third spike. Added lights, several greeblies to the rear, a chin mounted 'torpedo launcher' and drastically improved the looks on the wing mounted guns. And last but not least made it a lot easier to raise and lower the wings. However this is purely cosmetical as raising the wings shifts the CoG to far above the line of thrust to be practical. -
Yes you can. Just edit your OP.
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Pinning Nav Ball in Orbit view
Tex_NL replied to EmanonP's topic in KSP1 Gameplay Questions and Tutorials
Go to the main menu and open settings. Under the general tab uncheck the option to "Autohide Navball in Map View".