hellion13
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Everything posted by hellion13
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[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
hellion13 replied to Tiberion's topic in KSP1 Mod Releases
noobish question, how does one upload images to here? this escapes me LOL -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
hellion13 replied to Tiberion's topic in KSP1 Mod Releases
example crafts....i can think of quite a few just sitting here, from super fast high altitude sounding rockets, simple satellite launchers, and kerbaled rockets for just about anywhere -
mechjeb disables the SAS now, and i think thats a MAJOR flaw, with no mechjeb attached, i can fly just about anything with little to no wobble with the new SAS, but i put mechjeb on there and without the SAS most rockets with more than one engine spin out right as i get to the gravity turn. this needs to be fixed, i figured the new SAS would work well with mechjeb, cure the massive RCS waste at least, but idk maybe they are working on this? and we will see an update soon?
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Does 0.21.1 is worth downloading or wait for another update
hellion13 replied to Pawelk198604's topic in KSP1 Discussion
the only issue ive had with it is that my jaw hurts from hitting the floor a few times and ive eaten some flies cuz i cant seem to keep it off of there -
Idk if its new players, or just everybody mobbing the addons page for updated addons but even with the .20 release ive never seen so many people on the mods page as i have the past few days
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[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
hellion13 replied to Tiberion's topic in KSP1 Mod Releases
i think its mechjeb, i was flying fine until i put the new mechjeb in there, it screws with the SAS somehow. had a 4 stage saturn V thing going with no struts at all and it flew arrow straight, i put mechjeb on and 5-30 seconds into flight i have massive unplanned disassembly -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
hellion13 replied to Tiberion's topic in KSP1 Mod Releases
so far i haven't had any issue with this at all, because i dont use FAR unless im building a plane, i dont use the fairings no need for them and they just add weight, so i have not tested them but all the engines and tanks are working fine and ive actually not had any issues with the struts anymore either, not a REALLY huge issue for me but one i noticed and it might just be the .21 patch, but the snap to feature when you get close together with the connection nodes seems a slight bit wacky like it doesnt know whether it wants to put the part inside or where its supposed to be, but then i never tried .21 stock LOL by the time i was able to get on and play NP2.02 was out and ive not looked back LOL -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
hellion13 replied to Tiberion's topic in KSP1 Mod Releases
this sucks kinda, ive had five minutes to even look at the parts today (busy busy) gonna rectify that situation right now edit: situation rectified, new engines look amazing, and idk if its the new sas or what, but just a slapped together wannabe saturn V made it to orbit and the Mun and back with little to no strutting(8 holding the bearcat 5x on to the tank) -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
hellion13 replied to Tiberion's topic in KSP1 Mod Releases
this sucks kinda, ive had five minutes to even look at the parts today (busy busy) gonna rectify that situation right now -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
hellion13 replied to Tiberion's topic in KSP1 Mod Releases
wow man, i leave town for a day and look what happens this has been downloaded, but i have to wait to test it;.; -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
hellion13 replied to Tiberion's topic in KSP1 Mod Releases
wow you should do some cleaning... -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
hellion13 replied to Tiberion's topic in KSP1 Mod Releases
LOL this is true, im pretty anal about what runs in the background, guess i run a pretty clean OS because of this, on windows 7 ultimate with no more than 15-20 background processes at any given point unless i got a bunch going on like during the twitch marathon had it going, my main KSP up, PLUS the demo and random webpages(Facebook, and others) -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
hellion13 replied to Tiberion's topic in KSP1 Mod Releases
LOL not to be argumentative(im really not) , but i could argue that faster RAM pushes the textures out faster to the GPU not allowing Unity to overload the ~3.75gb limit, its honestly the only reason i can think of that i haven't had this crash, because before i put the better RAM in the current PC build im using(still a WIP) i had RAM crashes while using the stock 8gb 1333mhz that came out of the HP i had. i KNOW Unity has its issues, but for some odd reason, spending the money($1600 and counting:( ) on my computer helped get passed some limitations Unity has. i also know not everybody has the spare scratch to drop on a pure gaming rig so its not a good example of fixing the issue, its just one way edit now watch as soon as i go to play KSP im gonna get halfway through building something or in the middle of a crucial burn and crash..... -
its a good start point but, i noticed as i got better at plotting orbits using the nodes, i cut my delta V usage damn near in half, but i also plan my stages, 2 lift stages from the planet kerbin, 3rd stage to circularize and then fire the same stage a second time to leave kerbin orbit whether for the moons, or for interplanetary space its at this point where my stage planning comes in, even if i have fuel left in the 3rd stage i decouple and use a CM/lander for the rest. i guess im different though, ive built a space station before, but i challenged myself to hav an apollo style mission to every planet and moon in the system and found it was a viable method(some of the rockets got HUGE 1000+parts ~4-5fps gameplay!! i fail at building....) but even then i never really needed more than 10 to 15Km/s deltaV to get anywhere and back
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[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
hellion13 replied to Tiberion's topic in KSP1 Mod Releases
i have not actually had this crash yet, although i have a pretty strong PC, i use TONS of mods NP2, KW, AEIS, B9, and many others with most of my constructions consisting of parts from all of them, i AM though running 32gb of 2400mhz ram and before anyone jumps me about the 4gb limit (i know about it) my logic is saying that even though unity has some issues with overloading RAM( before my current PC build, i had a store bought HP that CTD'd with stock KSP sometimes) the issue can be offset by a combination of super fast ram, a fast CPU upwards of 4.2ghz+ and a motherboard that can handle that data transfer speed. With the above RAM, im also running an overclocked AMD [email protected], on the limited edition ASUS sabertooth 990-fx gen3/r2.0(so far the only AMD MoBo i can find with pci-e 3.0) -
Im pretty sure IRL its not possible but this actually happened to me every once and a while, before i figured out the maneuver nodes, id be burning all nilly willy barely in control of the craft and wouldnt actually catch an encounter untill i was at apoapsis and it would give me a highly elliptical orbit around the moon(pretty sure i was just glitching the physics), ALTHOUGH it actually took more fuel to get into a position to actually do any good, than a standard Mun mission using the nodes edit: if i bothered to take screenshots while i played id post Pics but i think in the entire time ive been playing since .16 ive taken 4 screen caps LOL
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as much as i want this game to stay indie, its going to get too big to manage at some point even though it IS kind of a niche game. i know there is still a lot left to get done for this game, from all the press from outside of the community it was supposed to be some sort of minecraft esque game, although i think we have gone WAY passed that by now, but with career mode and resources still on the board i have to ask when do we consider the game "done"? Whats next, or does Squad ride off into the sunset after having made one of the greatest games i have ever played? who controls KSP after the fact? or is it one of those games that stays perpetually in alpha stage and is just continually updated until we all die of rocket fuel poisoning!? i cant see EA getting this game, if anything it should be Valve, but then instead of saying stupid crap like 12341416t+49234-12312317659=3 HL3 confirmed it would shift over to KSPs next update LOL
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[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
hellion13 replied to Tiberion's topic in KSP1 Mod Releases
pick and choose what you use the most and delete the rest, its a problem with the Unity engine KSP uses and mods with high detail textures they mentioned this issue in the twitch.tv marathon not much can be done with it. -
Mr. Scott Manley had these up on Youtube earlier am downloading to check em out they6 look AWESOME
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[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
hellion13 replied to Tiberion's topic in KSP1 Mod Releases
ive had issues re grabbing struts as well, but its not restricted to just the NP2 struts either tho i get it with KWs and the stock strut as well, its just when i place them on NP tanks or parts.... -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
hellion13 replied to Tiberion's topic in KSP1 Mod Releases
awesome thanks, been stuck in the twitch marathon LOL will look at this and see if i can get it to fly later -
if ksp was finished and sqaud made ksp 2 would you buy it?
hellion13 replied to Penguinhero's topic in KSP1 Discussion
no this came up during the twitch live stream he then posted it on the forum -
if ksp was finished and sqaud made ksp 2 would you buy it?
hellion13 replied to Penguinhero's topic in KSP1 Discussion
i would buy just for the graphics update and whatever else gets updated -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
hellion13 replied to Tiberion's topic in KSP1 Mod Releases
anyway you could upload the craft file? id like to try and fly it...