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Everything posted by Tex_NL
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I outdid my self once again. Probably one of my best looking Sci-Fi craft: 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.)
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Mechjeb toolbar not showing up
Tex_NL replied to keyco smog's topic in KSP1 Technical Support (PC, modded installs)
Check out @Foxster's post right above yours. There's your answer. -
It's a known bug. I've seen it mentioned on the forum several times before. I've even had it happen to me a few times. But I do not know what causes it or if Squad is actually aware of it.
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Sure. I wholeheartedly agree with you bug fixes were more important. You are absolutely right one has to set priorities. Anything beyond 1.0.5 was an utter disaster and gladly 1.2.x has fixed most of it. But that doesn't change the fact that "No, we weren't aware" is an incredibly lame excuse. "Kurvy" has been known for nearly two years. It was discovered within a day. Squad should have done their homework. I'll stick to what I said before: They could have known. They SHOULD have known.
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Did you even read the OP? He's not asking for a camera, he's asking for something to ROTATE his camera.
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This ... is a lie! Nothing personal RIC but this is total BS! They could have known. They SHOULD have known. Within days after this part was remodelled and re-textured for 0.90 (December 15th 2014) people have mentioned the other meaning. On Reddit there is even a thread mentioning this dating from December 16th (https://www.reddit.com/r/KerbalSpaceProgram/comments/2phybb/kurvy_kurvy/). Only ONE day after release! And it has been on the forum here too: I've seen people being upset it was there. I've seen people being upset it has been removed. You should not be upset by any of these. You should be upset about the fact it took Squad nearly two fragging years to fix it.
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Too much rotation causes wobbling parts
Tex_NL replied to silks's topic in KSP1 Technical Support (PC, modded installs)
You are exploiting something that is basically a flaw in the physics engine. And you are seriously surprised this exploit results in other flaws??? -
What Does This Button Do? Commnet Edition.
Tex_NL replied to AndrewBCrisp's topic in KSP1 Gameplay Questions and Tutorials
Close @Gaarst. But not quite. There are two settings 'Allow Partial' and 'Require Complete'. 'Require Complete' is the standard and the most reliable. Once you start transmitting it will consume the necessary power until the transmission is completed. If you run out of power before completion the transmission will fail. The science will be stored but the electricity is lost. Once you have restored your power you can try again. 'Allow Partial' can be buggy but will allow you to transmit large packets even with small batteries. When 'Allow Partial' is used the transmission starts as normal but when you run out of power the transmission is paused until you have generated enough power to resume. However this will keep your power levels between zero and almost nothing leaving you with a pretty much dead craft until the transmission is completed. -
[1.2.1] Taurus HCV - 3.75 m CSM System [v1.5.3 - July 1, 2014]
Tex_NL replied to bsquiklehausen's topic in KSP1 Mod Releases
Extract TaurusHCVr1.5.2.zip and merge the contents with your GameData folder. Extract Deimos Rasts Taurus_Continued-0.1.zip into your GameData folder.- 786 replies
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what happened to the ship labels in flight?
Tex_NL replied to cephalo's topic in KSP1 Gameplay Questions and Tutorials
[F4] -
Questions about switching to 64bit KSP
Tex_NL replied to jrolson's topic in KSP1 Gameplay Questions and Tutorials
As usual this can be answered very easily: Make a clean and separate KSP install. A 64 version in this case. Copy over your mods and savegame and see what happens. If it works you've got your answer. If it doesn't you also have your answer. Really. It is not hard. Just try it and see what happens. Just make sure you think before you act and keep a back up just in case. -
Ah OK. I was under the impression this was already done. I'll patiently wait for the next release.
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This mod is pretty much what I was looking for. And it works. Or at least, it works for stock tanks. I saw @allista talking about KW Rocketry but I can not edit them. How do I get this to work with KW Rocketry?
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Wind Tunnel/Aerodynamics analysis
Tex_NL replied to p1t1o's topic in KSP1 Suggestions & Development Discussion
A basic wind tunnel should not be that hard. All you need is the same aerodynamic overlay we already have in flight, a slider that regulates wind speed, an option to rotate your craft and finally the option to completely let go and allow the craft to find its own orientation. So basically everything you need is already available in the game. It just needs to be combined in a slightly different matter. -
Definitely worth mentioning this one. But keep in mind this one is NOT for children! Make sure the kids have left the room or you will have to deal with the nightmares. Although it is a thriller instead of sci-fi another great anime worth mentioning is Monster. Some say if Alfred Hitchcock ever directed an animated series, it would have been Monster.
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I've got a nice list of anime I've downloaded over the years. http://tex.texel.com/anime All with ANN and IMBD links when available. Talking about ANN. You should really check out that website. http://www.animenewsnetwork.com/ has articles and reviews on nearly every anime every produced.
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Even smaller: 1.5 * 2.5 * 7.7m and just over 5 tons. I could shave off 20cm from the length by removing the probe core but this also serves as a battery. It has no landing gear so landing has to be done on parachutes. And I have some ideas to go even smaller than this. Going even smaller did not turn out that well. Jeb received 11th degree burns and will not be going to space again any time soon.
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For some reason that seems to happen to part of the community here. Most see all images just fine. But some do not. It has been suggested in could be an ad-blocker on your end. But it could also be your browser. One thing is sure, it is something on your end. The image links haven't been touched for over a year and they have always worked.
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Kerbnet and Crew Capsules
Tex_NL replied to Clipperride's topic in KSP1 Gameplay Questions and Tutorials
It gets even better. Even with a probe core on a manned craft you STILL need a communications connection with Kerbin. No connection = no KerbNet. -
Simply delete all parts/weapons you do not want. But be careful not to dump any of the underlying code. Don't tough things like .dll's. Only delete the part files.
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Contract did not complete
Tex_NL replied to _Astra_'s topic in KSP1 Technical Support (PC, unmodded installs)
Let me guess about what has happened. Please keep in mind I am not a psychic. All I am about to say is pure speculation. You launched a small craft powered by the required LV-T45. After a small hop you landed in the water near KSC and now the contract won't complete. I am pretty sure the contract will say something like you need to activate the part in question through staging. But this needs to be done AFTER you have splashed down. NOT before. Once an engine has been activated through staging it can not be activated this way again. You can set an action group to reactivate it with the space-bar after you deactivated it but that won't count. You will need to figure out a way to splash down, THEN stage the engine. -
Suggestion: Add Navball markers to the smiley list.
Tex_NL replied to Alshain's topic in Kerbal Network
Sure. The yellow smilies are stock. But a lot of the original stock smilies (like ) have already been replaced by Kerbals. YOU might not be able to change them (which I consider incredibly strange since you are able to add new ones), that doesn't mean it can not be done. Get somebody who can into it. -
Forget about DLCs and create a new game instead
Tex_NL replied to Wjolcz's topic in KSP1 Suggestions & Development Discussion
So you will take the core code from KSP and update graphics, physics and things like that? How would that be different than let's say .... updating the exact same features in the game we already have? Building the same game again is a waste and can only be justified as being a blatant money grab. Yes, it would be rather easy to build a KSP2 that way. But doing the same to the current KSP would be even easier, faster and cheaper.