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Everything posted by Tex_NL
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[1.3.1] Rescale! Comprehensive SD Configs [1.0.2.8] [03 Dec 2017]
Tex_NL replied to Galileo's topic in KSP1 Mod Releases
This was EXACTLY what I was looking for. I've been in doubt whether or not I should switch to a larger stock solar system. I always knew Kopernicus could rescale the solar system but I was not looking forward to faffing about with all kind of config files in various other mods that would that would be messed up after rescaling. But this .... this is perfect. I installed the dependencies, dropped in the 3.2x rescale configs and it worked. No fuss, no hassle. It just works! Now I just have to 'unlearn' what I had learned. Dependable craft I relied on in the past suddenly won't suffice. Craft that used to reach Mun with ease now barely make orbit. But KSP is finally a challenge again.- 310 replies
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- 4
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- dimensions
- sigma
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Use the translation and rotation tools. Toggle between 'local' and 'absolute' with [F]. In 'local' mode you are locked on a grid centred on the part you are moving. In 'absolute' mode you are locked to a grid centred on the root part on all three axis. What you're looking for is the 'absolute' mode.
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The online KerbalCons were a mockery. All it was was a 24 hour marathon of streamers. A lot of oooh's and aaah's about a few new features. Only a very small few streamers had some preparation and actually knew what they were doing. most of them didn't have a clue. If something like that will come again in the future I will NOT be wasting me time on it. The idea of an IRL KerbalKon is interesting but WHERE will you organize it? Do you REALLY expect people to travel half way across the world to see your ugly phiz. (No offence. I have no idea what you actually look like.)
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Instead it will be assigned with NO Kerbal. No Kerbal is just as frustrating as the wrong Kerbal.
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Reentry Effects and Plasma
Tex_NL replied to AlamoVampire's topic in KSP1 Suggestions & Development Discussion
Exactly. Since it is already a stock feature (being mod activated is irrelevant) it is very easy for Squad to make it available through the settings menu. We already have similar features to stop the navball from hiding in map view and to disable that horrendous part highlighting in flight. As others said: Just make it available through settings and everybody will be happy. -
^ ^ ^ Besides that, why even discuss a sequel when THIS VERSION isn't even finished yet? In contrary to what Squad thinks, believes or says there is so much more that could and should be added before KSP can be considered finished.
- 17 replies
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- ksp 2.0
- kerbal space program 2
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Something like Throttle Controlled Avionics perhaps? MechJeb can do a similar thing through its Differential Throttle option.
- 22 replies
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Lets apply some psychology to this. Let's turn the proverbial switch in your head and saccept it won't be released until November. It requires a leap of faith but accept it will not be released any time soon and the eventual release will be disappointing. If it comes sooner and actually works (which I highly doubt) you'll be pleasantly surprised.
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It does indeed graduated the output. But as @Rocket In My Pocket said it also balances RCS thrust to some degree. You can try this yourself. Build a simple, long and narrow craft with RCS near the end on one side and not far beyond the middle on the other. Under full RCS thrust a craft like this will rotate when translating. Under soft control the RCS thrusters at the far end will be reduced in an attempt to keep the total thrust vector near the CoM.
- 22 replies
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[V 0.2] Homemade Flags [Compatible with all versions]
Tex_NL replied to Clockwork13's topic in KSP1 Mod Releases
That's probably because the OP is almost two years old. Flags are very easy to create and install. And if that proves too difficult there are dozens of flag packs available. You just need to look around a bit to find them. -
I refuse to be quantified or categorized. But that on itself can be a stereotype. Damn.
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My grandfather visited Hollow Earth in 1952. He took a picture.
Tex_NL replied to MedwedianPresident's topic in The Lounge
You do not want to know what I think. And if I did tell you I would probably get banned for insulting. -
Did you even bother to read ANY of the other replies? @OhioBob already linked the exact same thread TWELVE HOURS ago!
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Why is so much harder to get to Earth Orbit?
Tex_NL replied to Spaced Out's topic in Science & Spaceflight
To put things into perspective: -
How to disable patched conics for a vessel
Tex_NL replied to pydude's topic in KSP1 C# Plugin Development Help and Support
Switch to another craft. Non-active craft have no patched conics. -
You also should read the thread below. Pretty sure the answer is already in there.
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You mean something like Persistent Trails?
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Reattachable rover
Tex_NL replied to Qwerttyy's topic in KSP1 Technical Support (PC, modded installs)
Need more info. A picture is worth a thousand words. -
Using Probe Control Point from launch pad
Tex_NL replied to ej89's topic in KSP1 Gameplay Questions and Tutorials
Piloting skills are NEVER transmitted. A probe controlled craft will never get improved SAS abilities no matter it's connection. A probe controlled craft unable to link to KSC is normally uncontrollable. But if it can link to a craft with remote piloting capabilities instead, it can be controlled as if it was connected to KSC.- 10 replies
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- probe control point
- relay
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This is BS! With proper rover design you do NOT need ANY limiters. I do it all the time. My rovers rarely flip, even with full steering lock at full speed. Yes, the wheel physics leave a lot to be desired. They are far from ideal and could should be improved as soon as possible. But designing a stable rover isn't hard. It can be done in just a few minutes. If I can do it so can you. Please do not blame the game for your shortcomings.
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Mods now needed to fix KSP issues. Why?
Tex_NL replied to Jimbodiah's topic in KSP1 Suggestions & Development Discussion
Squad has a well known and well documented history of 'cocking-up'. And the modding community has time after time stepped forward to patch things up. There is absolutely nothing new about that. Issues like this will most likely get fixed in the next updates but it is pretty much guaranteed Squad will yet again miss several obvious bugs. It always has and always will be that way. -
Almost. You're thinking about the old version of KAS. Before KIS was introduced.