-
Posts
776 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by MartGonzo
-
Open letter to the developpers.
MartGonzo replied to LukeStrike's topic in KSP1 Suggestions & Development Discussion
It's a little unfair to complain about the stability of a heavily modded game. You know nexus so you likely know the ugly truth about Bethesda's engines and just how messy Skyrim/ Fallout/ Oblivion modding can be. But having said that in my opinion there are serious flaws about how KSP handles physics that puts huge unnecessary load on the system. If modders can figure out part welding why hasn't intelligent part welding been implemented? it would only be to everyone's benefit for the desperately needed process of optimizing this behemoth before it goes into beta. -
What does a photon see as it leaves the sun?
MartGonzo replied to Camacha's topic in Science & Spaceflight
true, tis a beautiful but slightly baffling tree -
What does a photon see as it leaves the sun?
MartGonzo replied to Camacha's topic in Science & Spaceflight
yep, assuming there is a way to connect relativity and quantum mechanics and that both theories being incompatible isn't proof that scientists aren't barking up the wrong tree. -
What does a photon see as it leaves the sun?
MartGonzo replied to Camacha's topic in Science & Spaceflight
It depends on your interpretation of quantum experiments. Everything is a reasonable answer given the standard view of quantum theory but not proven. The most honest answer you would get from most physicists is "we really don't know" -
Give Dres a moon!
MartGonzo replied to Mattratt's topic in KSP1 Suggestions & Development Discussion
I'd prefer the second gas giant that supposedly is in the works -
[1.3.1] Aviation Lights v3.14 [use MOARdV's version instead!]
MartGonzo replied to BigNose's topic in KSP1 Mod Releases
Ah! I hadn't come across that bug, thanks Damaske No worries BigNose (it feels so wrong calling you that ) hehe no need to apologise, RL comes first and you owe us nothing- 799 replies
-
- aviation
- aviationlights
-
(and 1 more)
Tagged with:
-
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
MartGonzo replied to Starwaster's topic in KSP1 Mod Releases
Thanks taniwha and Wanderfound, I'll have to experiment a bit to see how high I can get before running out of air but waiting until at least 30 and a smooth flat ascent seems like good advice Thanks again- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
MartGonzo replied to Starwaster's topic in KSP1 Mod Releases
Thanks for the reply Starwaster, yes I suspect you're right, I really need to modify my approach both in flight and in the build. The reason I was getting to very high speed before shooting for orbit was really just down to the fuel consumption of the rapier in closed cycle mode. I suppose I'll have to put more fuel on and switch earlier.- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
[1.3.1] Aviation Lights v3.14 [use MOARdV's version instead!]
MartGonzo replied to BigNose's topic in KSP1 Mod Releases
I don't know what would be required but it would be awesome if these lights were tweakscale compatible. any chance of that in a future version?- 799 replies
-
- aviation
- aviationlights
-
(and 1 more)
Tagged with:
-
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
MartGonzo replied to Starwaster's topic in KSP1 Mod Releases
I'm struggling with spaceplanes and deadly reentry at the moment, losing ailerons, landing gear, lights, external cameras etc. they seem pretty much impossible to either get up to orbital speed or get back down without losing (often essential) parts. I really don't want to have to learn how to edit parts to add more shielding or go through and edit every single part is there a simple way I can tweak the mod to work better with spaceplanes?- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
How do you fight Lander Tipping Disorder (LTD)?
MartGonzo replied to Vallius's topic in KSP1 Gameplay Questions and Tutorials
I like infernal robotics for this problem, structural parts work just as well but pistons are fun -
The only x64 specific mod I'm aware of is Active Texture Management, it has separate versions for both builds. most of the mods will just work with both builds unless otherwise specified by the authors. to be honest though, unless you're planning to run dozens of memory hungry mods you will be better off with the x86 version of KSP.
-
nah, I'm not
-
I really don't know what your issue was with 4, I had 0 issues and with an ENB it looks as good as any game to date.
-
GTA III > GTA IV?!!!!! really?!!! GTA IV is the best open world pc game by far (until V is released) stunning attention to detail good characters good car and bike handling (unlike watch dogs) moddable euphoria physics the list could go on but by no stretch of the imagination could gta 3 ever be considered better
-
Thanks trueborn, feel a bit stupid now because it's fairly obvious that custom biomes doesn't have anything to do with the mun! hehe never mind me, just a bit of senility.
-
I think there may be some issues with the latest release, or maybe it's a conflict anyway I got an EVA report for flying over the northwest crater when on the opposite side of the Mun and when decelerating for landing in the midland craters KER's surface tab impact biome was switching between midlands and midland craters every couple of seconds, like the biomes were only a few feet across. has anyone come across a similar problem?
-
Sums it up perfectly. I hope someone from squad sees this and realises what a terrible idea experience affecting craft is. finances and contracts sure, science ... maybe, but this will just detract from the game experience.
-
All you need to know about WiFi is that phone companies spend large amounts of money to stop people looking too closely at the health effects.
-
[0.90] Stock Drag Fix - Mar 19, 2015 (BETA UPDATE)
MartGonzo replied to Starwaster's topic in KSP1 Mod Releases
That's great, I'll give it a go thanks Starwaster -
[0.90] Stock Drag Fix - Mar 19, 2015 (BETA UPDATE)
MartGonzo replied to Starwaster's topic in KSP1 Mod Releases
This looks interesting, are there any compatibility issues with this and deadly reentry? also I'm guessing it's not compatible with tweakscale if I change part sizes? -
Programs like Jetboost are great if you are running win7 with aero themes, it basically just shuts down all the services and extra programs you don't need running then restores them at the push of a button. it depends on the game but running jetboost can give me up to 10 fps extra in some games.
-
[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
MartGonzo replied to Thesonicgalaxy's topic in KSP1 Mod Releases
Thanks for your hard work on such a great mod Thesonicgalaxy, really makes the Kerbin system a place of beauty I hope someone continues the project -
Nice pic Nassault I recently discovered the fantastic Ambient light adjustment and planetshine mods, how I missed those I'm not sure but both straight away became essential mods.