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Everything posted by capran
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[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
capran replied to sDaZe's topic in KSP1 Mod Development
@Berlin @sDaZe For some reason, 1.08 and 1.09 no longer have the Moon's Near Side facing Earth anymore for me. I looked up at the Moon today, and it looked WRONG! Then I went to map view and realized it's because I was seeing the Far Side from Earth!!!- 2,401 replies
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Is it true that most KSP players never go interplanetary?
capran replied to KerikBalm's topic in KSP1 Discussion
I agree with all 5 points. But I'm puzzled as to your L4/5 planetoid suggestion. Why would that matter? Forgive me, for I am not an astrophysicist!! Whuuuhh?? How can you possibly not try any mod ever? I've been everywhere, although a few places (such as Eeloo, Tylo, and Dres) only a handful of times in the 3 years I've had the game. 1500 hours. It's too hard (and takes so damn long even at 100,000x time warp) to get to Eeloo, and the payoff isn't all that. Maybe Squad should put a really cool Easter egg, or maybe some kind of "achievement" screen message/musical number if you do get there, or something so cool and rewarding I can't even imagine it. Tylo sucks for the same reasons. Too much time and effort to get there, and no real payoff. Although, I suppose the same could be said for every body in the game. Perhaps they'll work on rewards in future versions. Right now, it's either just bragging rights on the forum, self-satisfaction of having done it, and in career mode, science points and funding dollars/contract fulfillment. -
[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
capran replied to sDaZe's topic in KSP1 Mod Development
@sDaZe Wow! Can't wait for those EVE (?) updates. One bug I've discovered, though. Way-points for contracts with ground/air objectives (i.e. go to site XYZ and do x) aren't showing up anywhere. Any ideas?- 2,401 replies
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[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
capran replied to sDaZe's topic in KSP1 Mod Development
Wow, thanks for this release! I vastly prefer the real solar system to the Kerbal one, but keeping it at real scale makes it too hard just to get to LEO. This size is great! Two (minor) issues: 1. Terrain on Earth is just a little glitchy graphically. There's some flickering of textures. 2. Why are the time warp limits so high? I adjusted them in the config file to be just like the stock for Kerbin (except the lowest one, which I set as 98000 since the atmo is higher.) Again, loving this!- 2,401 replies
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Not quite as detailed and complex as KSP, but there's Simple Planes. http://www.simpleplanes.com/
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[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
capran replied to sDaZe's topic in KSP1 Mod Development
Yes please! Eagerly awaiting this mod.- 2,401 replies
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Dang, that ought to be a movie poster. DEV HARD II: DEV HARDER. Starring Jeb Willis.
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[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
capran replied to TriggerAu's topic in KSP1 Mod Releases
Ten-thousandth two-hundred fifty-thirded? -
[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
capran replied to TriggerAu's topic in KSP1 Mod Releases
True, but it only works on an active vessel that's already on orbit. No good for, say, when you're at KSC and wondering if it's a good time for that Jool mission you're thinking of. I suppose you can work around that by having a basic probe on LKO with Mechjeb installed and just switch to that everytime you want to figure this out, but not as quick and convenient. -
[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
capran replied to TriggerAu's topic in KSP1 Mod Releases
This has been one of my no-brainer install mods for months. Here's hoping someone can make it 1.1 compat. -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
capran replied to TriggerAu's topic in KSP1 Mod Releases
I've been playing KSP for 3 years now (totally addicted to the point of becoming [even more] of a hermit), and I only recently started using KAC. Thanks so much for it! @Fishbreath, can you provide a compiled DLL of your fork? I'm not a programmer and don't have an IDE (or know how to use one, really. I only tangentially delved into C and C++ over 16 years ago!) If it's there already, maybe you could be kind enough to provide a direct link? -
OK, maybe I'm dumb, but I don't see where to go to opt-in. I checked KSP's properties on Steam and it wants a code to opt-in? Do I ask for that here?
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Sneak peek at Xbox One version!
capran replied to DuoDex's topic in KSP1 Suggestions & Development Discussion
He must be using a keyboard and mouse on that Xbox One. Also, this could serve as an early 1.1 demo! Lots of little features that only 1.1 has (orbits, gui). Has it been discussed whether the console versions will have mod support? If yes, how will that be accomplished? I'm hoping for some sort of easy-to-use GUI store-like site that auto-updates, and that will also be available to PC users. With Kerbalstuff gone, and CKAN kind of a kludge, an official mod store that handles installation and updates would be awesome and about f'ing time. If no, that just makes me sad. -
Mood music for each planet or moon
capran replied to capran's topic in KSP1 Suggestions & Development Discussion
Loving these ideas! -
I wish the wings in the game had built-in flaps/ailerons. As it is, I find it fiddly to have to match the supplied control surfaces to wings. They don't always want to connect to the wing in a visually pleasing way. Also, the control surfaces don't give you anyway to adjust the range of motion, only the axis of rotation they apply to. On almost all of my jets, ailerons alone are never enough to give me adequate pitch control, I usually have to put on cannards on the front, which also don't connect well to cockpits (usually at a funny angle).
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Hinges and/or adjust wing tips!
capran replied to Arugela's topic in KSP1 Suggestions & Development Discussion
Infernal Robotics gives you motorized hinges and other parts. It has it's own learning curve, but it's pretty cool. I once made a lander that fit into the mk3 cargo bay length-wise, but had the small radial mounted rockets along the sides, and they could swivel to face down or up. -
Building a Space Station into an Asteroid
capran replied to Zosma Procyon's topic in KSP1 Gameplay Questions and Tutorials
I've tried building a station this way in Duna orbit once. It was a part of a contract. But all the requirements for the contract made the station have SO MANY PARTS that that game just bogged down to ridiculous levels whenever it was on screen. And to top it off, it wouldn't register the contract as completed! I'm hoping 1.1 will address the bog down problem. I really want to build big ships and stations, but it just gets unbearably slow for me, even when using a relatively modest space station. (My PC is no slouch either.) -
New Maneuver Node Editing Tool
capran replied to Alshain's topic in KSP1 Suggestions & Development Discussion
Someone implement this in a mod. Stat. -
docked & undocked modes on docking ports
capran replied to katateochi's topic in KSP1 Suggestions & Development Discussion
Maybe what's needed is just better camera control or AI. I'm frustrated by the camera at times as well. -
Posted 55 minutes ago · Report post Neat. This made me come up with a suggestion. How about making each planet feel a little more unique and interesting by having each planet/Mun have it's own theme soundtrack? Maybe even have different songs play depending on altitude! Perhaps a more sedate tempo when in high orbit, and a more attention-getting one when in low or sub-orbital flight?
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Make Rescue Missions better (and more sensical)
capran replied to capran's topic in KSP1 Suggestions & Development Discussion
YES! I love the idea of KIS/KAS in general, but find it frustrating to use. Moving/installing parts with engineers is cool, but the implementation is very frustrating. It works OK when you're on the ground, but doing it EVA in space is hard, you really need a way to secure the engineer to the ship and then manipulate an object. If Squad gives us this ability in game, they should make it easier to manipulate objects by locking them to the engineer and then just use regular EVA controls to maneuver the part. Also, the winch system needs work. The lines are just straight lines, always taught and never slacken, and clip right through the ship and objects. When plugged and docked, parts can just clip right through each other, and if you timewarp, bad stuff happens. So good idea, but they really need to rework it to make it work easier, and intuitively. -
Make Rescue Missions better (and more sensical)
capran replied to capran's topic in KSP1 Suggestions & Development Discussion
Good ideas! Kind of makes me wish I knew how to make mods. -
One suggestion I have is to make rescue missions make sense. My biggest gripe about these is that the modules the kerbals in need of rescue are in have no docking ports! They're just a bare module. So here's my list for suggested improvements: 1. Make sure the dead craft has a docking port (and indicate in the mission briefing what type). 2. Give some story how that kerbal got there! Maybe they belong to another country's space program? A private program? 3. Make the dead craft a full-fledged space craft, not just a bare module. Just start it out with no (or not enough) fuel and monopropellent, That way, one possible rescue mission would be a simple probe-based refueller. OR 4. Make it a full-fledged space craft, but with a critical component broken or missing , such as an engine. I think this should be in stock. But maybe some clever mod crafter can make this happen?
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In my experience, Duna's atmosphere is so thin, that you can just use the vacuum Isp and thrust, unless you're landed, but even then it won't be too much lower than vacuum. This is true for stock, though some mods do give bonuses or special missions for rovers. Plus, if you plan on making a base somewhere other than in orbit, it helps if each module is motorized. Treat each module (say a hab module or a science module) as a rover and dock them up. Just need to be sure the docking parts are all at the same height, or it can be very tricky to get them to connect. Since 1.0, it doesn't seem necessary to decouple the heat shield. I wouldn't bother, I don't think they weigh much. You only need heatshields for re-entry on Kerbin, Eve, and Laythe. I suppose if you're feeling lucky you can try an aero-capture on Jool, but I've yet to make that work in 1.0.x. Fuel tanks generally explode, so it's best to drop them before you re-enter. Put a decoupler between your fuel tank and heatshield. Trial and error. For Kerbin, when I come in from Mun or Minmus, I try to make my periapsis around 30 KM. For coming in from outside Kerbin SOI, though, it takes some practice to get it right, and it depends on how much faster you are going than the 3000 m/s you usually get from Mun-return. If you aim too low, you'll burn up; if you aim too high, you won't slow down enough to capture. If that happens, and you still have some fuel left, you can try a retrograde burn when still in the atmosphere, maybe that'll be enough. Make sure you get in the habit of using quicksave (F5) and quickload (F9)! Unless, of course, you're playing "hard" mode.