Jump to content

MartGonzo

Members
  • Posts

    776
  • Joined

  • Last visited

Everything posted by MartGonzo

  1. Space engine is impressive but I am not too keen on the guy who made it after posting on his forum that it worked better when set the executable to use the large address aware flag, only to get a very snotty response from the maker about how it was unnecessary and wouldn't make any difference. only to notice that a couple of months later he released an update and made a big deal about it now using the LAA flag to use more memory
  2. Thankyou sal_vager. seems like unity 5 is going to be a big step up, hopefully not too far in the future.
  3. Does anyone know if Unity 5 will make use of DX11. pehaps when KSP upgrades to unity 5 the graphical issues will be resolved?
  4. Thanks, I'll definitely take your advice, I never considered circularizing within the atmosphere. But I have my suspicions there's something odd about the linear 7 rcs port though as it's always those ones that burn up, the other multidirectional ports don't burn up despite being more prominent.
  5. Took my hyper efficient spaceplane for a free return trajectory round the moon, for the first time I actually managed to get into space using only the turbojet with just 47m/s burn at Ap to circularize. Then watched all my linear RCS ports burn up reentry despite three aerobraking passes anyone know how to add heat shielding to small parts?
  6. Is there something different about the linear 7 place anywhere RCS ports? Every time I re-enter, regardless of aerobraking maneuvers I lose the linear 7 rcs ports and JSI hullcams all the other parts are fine including the more prominent multidirectional rcs ports, they survive just fine, but all the linear ports burn up.
  7. Well Done Ossha, good to see you made it Funny you should ask that, Scott Manley uploaded a video earlier today on exactly that subject
  8. Wasn't X-Rebirth the year before last? (2013), I have to agree anyway, it was an absolute abomination of a game and thats coming from someone who thought X3-reunion was one of the best space games ever (after modding). I think that Alien Isolation was great in that it had fantastic environments, great effects and sound, good survival horror aspects but the main problem was the pacing. way too much dodging androids and pushing buttons, only to be told that it you need to go all the back from where you just came from to push more buttons. And as much as I like the new Elite Dangerous you are kinda right, it really isn't finished, it feels expansive but empty, and I can't help thinking while I'm playing it that I'd probably have more fun just starting a new X3 save.
  9. Yes, working fine for me, there was an incompatibility issue with the Stock Bug Fix Modules for a while but Claw fixed it.
  10. It adds a lot to the immersion, one of those mods that once you get used to playing with it installed you can't go back to the way it was, hopefully squad will consider integrating both RPM and Kerbquake at some point.
  11. I play about 90% IVA ever since installing RPM and Kerbquake RPM integrates with Scansat too so if you have scanned the planet you can see the terrain and biome maps in the cockpit. As you can see I haven't finished the scanning yet in this save I think the cameras were added as part of the RPM mod but I'm not 100% certain about that
  12. Brilliant! improvisation is the Kerbal way
  13. Oh B***** B%*$^"$" $%^!"$$!!!!! If I'd known that a year ago, I wouldn't have failed so many missions
  14. How did you manage to get your lander back upright? looks like a tricky procedure from the first screenshot
  15. In game antialiasing is known to cause issues with large part count ships, so if you're looking for a few extra FPS for docking to a space station just turn it off until you're docked then turn it back on.
  16. Nothing spectacular but this is the most efficient SSTO I've built so far, it can almost get into orbit on jets (and yes it uses part clipping, if that makes me a heretic, so be it ) I think what really made the difference was the angled intakes that get better air flow at higher pitch, that and the editor gizmo's that are so useful for fine tuning the center of lift
  17. When you land on Laythe only to realise that there's no way to get your Kerbalnaut back in the lander without ladders (which were somehow neglected during the design phase) Of course I've never done something like that
  18. As you're far more likely to get stuck on Eve ...permanently, I believe that should be the other way round
  19. ah ok, it's working as planned then, it will only take a long time on the first run. it might be best to leave it running while your doing something else, either that or revert to an older version that doesn't convert the textures to DDS. https://github.com/rbray89/ActiveTextureManagement/releases
  20. Every time? Because the first time Active Texture Management runs it compresses the mod textures, that can take an hour or more depending on mods. subsequent runs should take only a short time.
  21. You should just be able to remove the chutes from your saved craft, re-save, take the mod off and then put chutes back on. or do you mean other mods require realchute?
  22. It is caused by Realchute, I had it too until I took that mod off. If you check the thread you will see that stupid_chris has stopped working on it. http://forum.kerbalspaceprogram.com/threads/57988-0-90-x-Wenkel-Corporation-RealChute-Parachute-Systems-v1-2-6-3-28-12-14-paused
  23. Well Duna is a nice easy trip with oodles of science up for grabs, but Eve..... Well it's so gorgeous, hanging there like a pink marble ..but damned scary, all my Eve trips have been one way so far
×
×
  • Create New...