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Everything posted by MartGonzo
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
MartGonzo replied to rbray89's topic in KSP1 Mod Releases
Sorry for my deficient brain but I can't figure out how to download that new dev version. The link above just takes me to a github page with no download options and anything I click on takes me to another page. If anyone out there can give me some pointers I'd appreciate it. -
Kerbal Space Program patch 1.1.2 is now live!
MartGonzo commented on KasperVld's article in Developer Articles
Can anyone confirm that GOG has the new patch? 24 hours and still no update. -
[quote name='Francois424']Not speaking of mods that adds stuff (such as KAS, life support, and so on) but rather without modifying the stock game, what parts you feel are missing ? Try and keep the list short, I'm going to try and do the same thing. Let's see : - Bigger fixed solar panels (say 2x2 or 3x3... that would correctly attach on wings) and the huge ones from FutureSolar. - Electric Propellers (I'd say 3 sizes: 0.625, 1.25 and 2.5 to fit existing fuel tanks) - Bigger Nukes (at least a 250 Kn 2.5m) - Bigger Ions (again, a 1.25/2.5m of maybe 25/100 Kn) - Bigger RTG ( say an inline 1.25m RTG instead of 4-8+ RTGs on crafts or carrying fuel tank(s) + generator ) - a Nuclear Reactor. That works on Plutonium (only obtainable from KSC so at launch) with very long operating time on a full Plutonium load (Reactor holds maybe 4k PL units and could supply a lot of electricity for very long). - A 2 man V-shaped 1.25m capsule. - Maybe a big spherical tank for LF only (Something about 3.5m wide across both vertical/horizontal, with 6 attachment points (N-S-E-W-Up-Down)... More practical (space-wise) than stacking bricks of 10k LF from plane parts. \--> Don't know how to do maths and calculate how much LF they would hold, but I would use them lots. So 2+3+1+2+1+1+1+1 = 12 new parts. Not bad and it kinda takes care of everything I am missing in stock game and constantly need to mod for when a new clean version comes up. What are your essentials ? [Edit] On google I found a site that could calculate how many liters a 3.75m sphere could hold... It's 27'611. Considering the 3.75m cylindrical tank (10m height?) only holds 14'400 I feel this is too much for KSP. Oh well.[/QUOTE] or for those of us that are already hitting the memory limit, Tweakscale implementation far more part diversity without having to make the game constantly crash from the memory limit.
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Well done Giacomo, cool lander it seems your Kerbals are a bit underwhelmed by the experience... or maybe they just didn't want to come back.
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Fallout 4 Bethesda....Bethesda Never Changes
MartGonzo replied to MajorGosnell's topic in The Lounge
Many of the controls are hardcoded for example Tab is hardcoded to back, R is hardcoded for transfer remapping E to Enter breaks various other menus, remapping the movement controls to the arrow keys as I do with every other game breaks the crafting menus, the numpad is entirely locked and various other things, basically the usual console port **** that us left handers have to deal with in many games, but Bethesda is by far the worst for this. -
Fallout 4 Bethesda....Bethesda Never Changes
MartGonzo replied to MajorGosnell's topic in The Lounge
I find it horrible to play with it's key setup, mostly locked of course, as usual I haven't got to the crafting part yet because I don't enjoy playing it but I'm fairly sure I won't be able to use that at all without going back to the default controls there was a mod that came out for Skyrim almost straight away fort those of us left handers that like to use the right hand side of the keyboard but it seems unlikely this time round, the controls are truly hardcoded instead of just being locked inside a .BSA file. I really hate Bethesda's design decisions, and they seem to be striving for the worlds worst user interface, with each successive game it gets worse and the options are pitiful, locked keys, no brightness controls, no colour blind options. lots of little things that could be fixed in an afternoon. -
Thanks Red Iron Crown, I was a bit confused, must have missed that in the changelog I'm not sure whether it's an improvement or not to be honest, I'll need to get used to it to be able to tell.
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Has the way the right mouse button works been changed? It seems to stick and I have to click again to stop the camera movement. maybe it's just me, or maybe it's a feature that I'm mistaking for an issue.
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That's not an issue with this mod as far as I can tell, I just tested with 1.0.5 and just TR installed. it's working fine and all the buildings are accessible. I do use the -force-d3d11 tag though, maybe that makes a difference.
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Awesome, I like the more subtle shading between the cloud layers can't wait to try this planet pack, a square moon is a stroke of genius! It set me thinking, how difficult would it be to create a destroyed moon in several pieces?
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Point of spaceplanes?
MartGonzo replied to The Space Core's topic in KSP1 Gameplay Questions and Tutorials
I was a purely rocket man to start, but recently I've fallen in love with space planes, not for reasons of practicality (although I do use them for Kerbin rescue missions) but just because of the design freedom they offer. oh don't worry about that, we've all started out that way. the more you play, the more ambitious your projects will get. -
Happy Back to the Future Day! Wed 21st Oct 2015 (Discussion Thread)
MartGonzo replied to YargJay9991's topic in The Lounge
Well for someone who grew up reading 2000AD comics, it's been the future for a while, if that makes any sense. -
That's the low calorie healthy option Sir, finest quality water made with no added ingredients. Waiterrr, theresh alcololol in my shoupp.!!
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I made a proof of concept spaceplane, although all it really proved was that this thing flies like a pig.
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Unable to launch Launcher or Game
MartGonzo replied to Jodo42's topic in KSP1 Technical Support (PC, unmodded installs)
This might not help but I had a similar problem a while ago and reinstalling directx and all the visual C redistributable and net framework packages fixed it. I did them all one after another so I'm unsure which fixed the problem can't guarantee it will work but it's worth a try. EDIT sorry, not too sure about windows 10, I'm still on 7 -
THE single most aggravating thing in KSP for me is...
MartGonzo replied to wossname's topic in KSP1 Discussion
not being able to place maneuver nodes, sometimes it just wont work, sometimes I can place them at the Pe and drag them back, but often they delete themselves when I try that or suddenly shoot off onto the next SOI. I really hope that bug doesn't crop up in the Unity 5 update -
SSTOs! Post your pictures here~
MartGonzo replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
MY SSTO's aren't particularly awesome like most posted in this thread but I like the pics anyway -
Yesterday I launched the lander for my experimental Eve return mission, I'm not optimistic of it's success to be honest as I've never done it before and the Dv was a bit of a guess. It weighs in at 6795.5 t (including launch vehicle) I forgot to look how heavy just the lander was. Today I'll try and get the transfer vessel up which I think is going to have to be even larger.
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Physicsless Parts vs. Lag
MartGonzo replied to SlithyTove's topic in KSP1 Gameplay Questions and Tutorials
good to know, thanks. -
Physicsless Parts vs. Lag
MartGonzo replied to SlithyTove's topic in KSP1 Gameplay Questions and Tutorials
Thanks, I assumed that was the case, but thought I'd ask. -
Physicsless Parts vs. Lag
MartGonzo replied to SlithyTove's topic in KSP1 Gameplay Questions and Tutorials
I didn't realise that, interesting I'm curious how offsetting a part into the body of a rocket affects drag, if at all? anyone know? -
Lol, I think he forgot something
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Sorry to hear that Daniel, I hope he went peacefully is that him in your avatar?