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Everything posted by Eleven
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[old thread] Trajectories : atmospheric predictions
Eleven replied to Youen's topic in KSP1 Mod Releases
I apologize for going off on a tangent and possibly being OT, but do mean just saving KSC coordinates in WPM, and then just simply lining up a re-entry trajectory to cross over it? Or is there some other more detailed way of doing it with that mod? -
Linux Camera Rotation Stutter
Eleven replied to Mastermind's topic in KSP1 Technical Support (PC, unmodded installs)
I'm glad your issue is solved, but I hate threads like this because I read them and think 'Hmm, is this something I need to look at? I wonder what my mouse-polling-rate is and how do I change it?' And then... I realize my mouse defaults to 125hz and I didn't even need to look into this issue God I love linux! -
[old thread] Trajectories : atmospheric predictions
Eleven replied to Youen's topic in KSP1 Mod Releases
First test with a craft re-entering Kerbin atmosphere worked great. Predicted a landing close to KSC, then when I decoupled it recalculated a little farther out to sea. Seems to be working just fine Thanks to all! Mad Rep for everyone! -
[1.0.5] Heat Management (No longer supported)
Eleven replied to Randazzo's topic in KSP1 Mod Releases
This is great looking! Looks like you've really tried to balance them to remain stock-alike -
I've always liked the more crass response of 'It's done when it's done'. It works Squad, and I've seen a few other modders take that stance and some of them in a not-so-nice way From what I've seen, EVE and Scatterer are a long way off from being ready for prime time. Granted I have a low end laptop with intel graphics but EVE7-4 and KSPRC configs are perfect (along with other configs out there). I can't even get the EVE WIP and Scatterer to function on a basic level. As long as there's always some way to get things working, like the little work around we have now with KSPRC, I'm a happy camper. And actually I find it greatly satisfying to know there's usually a work-around for something that breaks in this game, it's one of the things that make this game and it's communities so great!
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That's the exact point I was trying to make earlier in the thread...simply doubling the individual amount, the math does not add up. The stock tanks are set for the ratios needed to burn correctly, but when replacing fuels with just one type or the other, the only number that matters is the total tank size...ratio's don't come into play if there is no fuel mixture
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[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
Eleven replied to TriggerAu's topic in KSP1 Mod Releases
Das Valdez on twitch had a video that showed simply how to use the info from TWP, but I cannot remember which VOD it's in I'll try to quickly summarize. You need 4 pieces of info after you've plotted. 1, the Date of departure. 2, Ejection Angle. 3, Prograde dV. 4, Ejection dV. You'll also need to make a note of the line that says "Normal Ejection dV or Anti-Normal Ejection dV" <---The only important piece there is if it says Normal or Anti-Normal. The number doesn't matter. Then to set up the node, time warp to the Date, doesn't have to be exact, just get to that day. Go to your ship, open up map view, focus on Kerbin (to help keep things centered and easier to manipulate. I use Kerbal Engineer, it has a display for Ejection Angle. I'm not sure if Precise Node does. You need to be able to see this number accurately. Click anywhere on your orbit and create a node, then drag it around the orbit until you are at your intended Ejection Angle. After that, pull Prograde long enough to match your Prograde Ejection dv. Then remembering which direction the Normal/Anti-Normal Ejection dV line was. you will pull either Normal or Anti-Normal to get your nodes total dV to match your Total Ejection dV from TWP. Because you started on the day of departure and not the exact time, you may need to adjust the time of the node with Precise Node to get an encounter with your target. That's it. I hope I was clear enough, I will try to find that video where I learned this, and post it -
Yours is the only one I use. It's in the priority list of things to do every time there is an update to the game...also I will never say the word 'skybox' again and keep a straight face
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Eleven replied to rbray89's topic in KSP1 Mod Releases
Only thing that I can think of is that along the way I've installed EVE with KSPRC configs, then the OPM mod and it's configs, maybe there was a config or texture file that wasn't being overwritten by yours.I even went back and reinstalled your first upload and replaced the directory instead of just merging it and it looks pretty normal. tl;dr ---> EndUserError -
[old thread] Trajectories : atmospheric predictions
Eleven replied to Youen's topic in KSP1 Mod Releases
+1 to thank you for your continued work on this. Looking forward to the day when we can use this in stock again -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Eleven replied to rbray89's topic in KSP1 Mod Releases
I started thinking after how bad things looked the last time and for this newest release I didn't merge the clouds folder, instead I deleted my original one and just simply replaced it. The results are vastly different this time. I'm not sure if it's your changes or mine -
[1.2.0] Precise Node 1.2.4 - Precisely edit your maneuver nodes
Eleven replied to blizzy78's topic in KSP1 Mod Releases
Definitely in my top 5. It's a must have for me -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Eleven replied to rbray89's topic in KSP1 Mod Releases
Here's some quick feedback. I have a lower end laptop with integrated intel graphics, I run EVE with KSPRC and other than the slight lag when looking down from Kerbin Orbit, I have no issues. I'm getting a lot of black in this pack, like maybe the shadows are *in* the clouds? Not sure how to explain it, but here's an imgur album of a quick launch a did: -
I usually keep track of my installed mods and their updates by commenting in the threads. Just realized I hadn't done so in this one so.... Thanks for 2.4.4
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Where did all the icons for the mods come from? Crzyrndm make them or were they taken from the individual mods?
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I never used the DCom either
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It's a thing. I've found this out after switching fuel switchers lately looking for one I liked best. The MM patch goes through and does it thing when you start the game, and as a result *every* time you change fuelswitchers, existing tanks get reset. I'm guessing they get switched to whatever parameters are listed first in the switchers cfg file, which most of the time is the default tank setting.
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So if I click reject type on the ones I no longer want to receive and then hit sort, how long does that action go on? A couple of times I've tried it, it never seemed to stop, and it really never seemed to reject those types I wanted it too..they kept popping up in the contract building after that...(I saved!)
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Has anyone converted these parts and textures to DDS? I'm getting errors when I try
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Fuel mixture ratio is not the same thing as density. A jumbo tank holds 6400 units of fuel. LF and OX are the same density so....if you take out all the oxidizer, then 6400 units of LF will fit in that tank. The same goes for OX, if you remove all the LF, then 6400 units of OX will fit in the tank...
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It's like Oprah up in this joint these days...YOU get a fuel switcher, YOU get a fuel switcher, YOU get a fuel switcher! Thanks for the work Porkjet (EDIT) One quick note, I see this is the original Atomic Age cfg file, after looking into fuel switchers for a while, it's the general consensus that LF and OX are both the same density, so...if you have the jumbo64 tank that holds 6400 units total of LF/OX, if you remove the OX, then you will have 6400 units of LF, and vice-versa. I had been assuming that you just double the original amount like your cfg file does, but it appears this is not the case. Check out the discussion on page 4 of The Cryogenic Engines Thread