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KSP2 Release Notes
Everything posted by Tex_NL
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Yes, Module Manager is to blame for this one. It's childish, it's annoying, it has absolutely nothing to do with KSP. If there was an option to shoot the cat and keep MM I wouldn't hesitate a single second.
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You guys are probably talking about the Steam release. I am talking about the Squad store. The Squad store does NOT offer a manual 1.2pre to 1.2 option.
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[1.2, 1.3] KW Rocketry Redux 3.1.1.1 released
Tex_NL replied to linuxgurugamer's topic in KSP1 Mod Releases
Let's see and find out. Just installed it on 1.2. Will let you know. Edit 1: As expected I get an incompatibility warning on start-up. But that does not mean it won't work. Edit 2: So far so good. Parts show up in the VAB and engines function in flight. Only issue I found thus far is that the decouplers are located in the Structural tab instead of Coupling. And fairings are under Aerodynamic instead of Payload. Pretty sure that can easily be fixed with a MM patch. -
What the frag Squad? What kind of BS is this? Patches for 1.0.5 to 1.2 and 1.1.3 to 1.2. But none for 1.2pre to 1.2??? 1.2pre to 1.2 would have been the smallest and easiest patch possible as most of it is already installed. But instead you force the biggest possible download upon us. Once again somebody does not have his/her head on straight.
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1.3 - What will it have?
Tex_NL replied to KAL 9000's topic in KSP1 Suggestions & Development Discussion
No. Just plain NO! You can run the procedure on a random seed but also on a fixed seed. Each time you run the procedure on a fixed seed the outcome will be identical. For example look at No Man's Sky. Despite all it's flaws it is an excellent example of procedurally generated planets. It is absolutely undoable to build models for all of the 18,446,744,073,709,551,616 individual and unique planets. But if two persons ever visit the same planet, even if it is weeks, months or years apart, they will see the same surface. Procedurally generated does NOT mean random. Period. End of discussion. -
1.3 - What will it have?
Tex_NL replied to KAL 9000's topic in KSP1 Suggestions & Development Discussion
Hopefully a lot less hype and a lot more common sense. -
So I was googling Advanced Stability Augmentation System
Tex_NL replied to Lazro's topic in KSP1 Discussion
Well. At least you were not the only one. The real victim of this necrobait is @magnemoe. -
It usually takes 1 or 2 weeks for all popular mods to be updated after a new version drops. KSP v1.2 will drop tomorrow. Add those to bits of info together and you know you might have to wait a wee bit longer. Don't worry though. KIS/KAS is a popular mod, used and loved by many. I seriously doubt it won't be updated very soon. Just be patient and keep an eye on the KIS/KAS release threads.
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IVA In Corner Gone.
Tex_NL replied to Turtles4Life's topic in KSP1 Technical Support (PC, modded installs)
In v1.2 there are two buttons on the portraits; EVA and View. Have you tried clicking view? -
Orbital rescue vehicle/shuttle dV
Tex_NL replied to Freshmeat's topic in KSP1 Gameplay Questions and Tutorials
Don't know the exact dV numbers (I don't have MechJeb or KER installed on 1.2) but 580 units of liquid fuel in a 12.69 ton craft powered by an LV-N Nerva will get you from LKO to Minmus or Mun orbit and back with ease. More than enough to shuttle science around and herd stranded Kerbals back to your station for pick-up. -
I must agree. LKO rescues and tourist missions (especially Kerbin orbit and Kerbin suborbital) are great fundraisers. With some minor planning you can have those missions pay for the launch of a new segment of the large interplanetary ship your constructing in orbit. Simply let a tourist tag along or pick up a rescue on the way back. And with clever contract stacking you can seriously rake in the .
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Actually stating what the contract is might be ever so slightly beneficial. Same goes for your issues with it. All you've done now is post two unrevealing images and saying you made 15 minutes progress.
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Back in the day this was pretty innocent. In a modern context you would probably get locked up for it. Hey little girl is your daddy home Did he go away and leave you all alone I got a bad desire I'm on fire Tell me now baby is he good to you Can he do to you the things that I do I can take you higher I'm on fire Sometimes it's like someone took a knife baby Edgy and dull and cut a six-inch valley Through the middle of my soul At night I wake up with the sheets soaking wet And a freight train running through the Middle of my head Only you can cool my desire I'm on fire
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Without testing, who knows? Install. Test. Does it work? - Yes: Hooray - No: Too bad. Delete.
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If a modder can write his/her own wheel code that is superior to the poor excuse we have now, why can't Squad?
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This has less to do with mods than it has to do with creativity. You do not need contracts to build and do cool stuff. Do not let the limitations of the game limit your creativity. If you want to launch a realistic looking satellite what's keeping you from doing it? Just do it!
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Yeah, OK. You will have a bit more flexibility with your launch windows. Especially when your launch site is not near the equator. But at the equator EVERY orbit at whatever inclination will line up with your launch site twice a day. If you can not delay your launch for twelve hours that is probably the least of your problems. Don't worry. I won't shoot you for being the messenger. I know you are not the Stratolaunch spokesman. You are just the one who replied.
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What benefits are you talking about? There are no inclinations or orbits unachievable when launching at, or very close to the equator. And even then, the most efficient location to fly your carrier plane from is ... the equator. If Stratolaunch wants a nice equatorial orbit they still would have to fly their plane to the equator to launch the payload. Sorry for being such a pragmatist but I just don't see the benefits. I don't doubt it will work. I don't doubt it can achieve its goal. I just don't believe it is the easiest and most efficient method.
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Keep in mind; once you've unlocked the entire tech tree you can set up strategies at the administration complex to convert the excess into and more important .
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Yes. And if you do BOTH you get even more.
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I've been upscaling the MPL capacity ever since it has been able to process data. And I've noticed it has a side effect some could call 'cheating'. (Don't even THINK about starting yet another '... is cheating' thread. Simply DON'T!) Processing speed is based on two things; the total amount of scientist 'stars' in the lab and the amount of data stored. Loading the MPL with 5000 data will spit out more science per day that lading it with 500. The same amount of data will be processed faster.
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Will it fly? Sure. Will it achieve orbit? Probably. Will it be efficient? I doubt it. A large plane like that won't fly much higher or faster than a large commercial airliner. And even IF it flies higher I doubt it will be anything above 15km. And it will definitely be subsonic. Mach 1 at 15km is only a fraction of getting to orbit. A simple additional booster (preferably reusable like SpaceX) would do the same for less.
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Yes. You can even carry a set of 'empty' reports from Mun to Minmus and/or Kerbin and analyse them again. In theory you could even take a surface sample from the launchpad all the way to the surface of Eeloo and analyse it there. In most cases the further you take it from the source the better the results when analysing.