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Everything posted by Kalista
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Kalista replied to rbray89's topic in KSP1 Mod Releases
See I was the same way had KW KSPX B9 and all of those without any issues 8k textures hit and the game refuses to load flipped back to 6.5 now without any issues ( thanks for the link btw did NOT want to go back to a naked kerbin). -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Kalista replied to rbray89's topic in KSP1 Mod Releases
I have a small request. Is it possible to readd the old textures to the download? New 8k textures are making my game crash on startup now due to exceeding the 4gb limit ( 6.4 at peek with all my mods was only drawing 2.7gbs worth). -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Kalista replied to stupid_chris's topic in KSP1 Mod Releases
The new inline ones (.625/1.25m) ones are becoming one of my favorites as well since my pods no longer look ugly with 2 radial chutes attached now can just slap that one under my docking port and I'm done . -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Kalista replied to stupid_chris's topic in KSP1 Mod Releases
I haven't used the new parts all that much yet but I'm really liking the radial drag chutes thus far. For me anyways they fit just right on the B9 Mk2 frames better than the stock radial designs IMO anyways. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Kalista replied to stupid_chris's topic in KSP1 Mod Releases
One thing I have been thinking about. I play with DRE and FAR and with how high you can pop your chutes as long as I don't come in at an extreme angle there's litterally nothing stopping me from releasing my main chute the second i go below 40km. The rate at which it slows me down by the time I hit the 32-30km range I'm going slowly enough that theres no risk of the chutes catching fire making a heatshield redundant. Can you give thought to maybe asking nathan if you can "borrow" his ablative shielding coding and apply it to chutes but name it somethin that has to do with how much of the chute is still intact and functioning. Such as either if the resource is gone your chutes are basicly shredded beon use and are automaticly cut or the ammount of drag they produce is equal to how much of the integrity resource is left? I know I can just house rule myself and not fire chutes litterally the first moment I can but having to think before I hit that button wouldn't be a bad thing especially if it can be disabled if someone didn't wish to bother with it. Heck you could even take it a step further and with all the new parachutes you have spread them across the tech tree denoting where parachute tech is increasing ( early chutes are barely a step above WW2 era tech later ones made of much stronger stuff able to take the higher reentry speeds). -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Kalista replied to stupid_chris's topic in KSP1 Mod Releases
My votes on pods since thats where most of my chutes will go. Chutes on my boasters wont be in view long enough for me personally to care if their pretty or not. edit: Also couldn't it also be possible to duplicate the parts and just change the names so you have one that fits correctly on a pod and one on the tanks or would that just be a PITA. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Kalista replied to rbray89's topic in KSP1 Mod Releases
Or attempting to land a space plane/shuttle in Kerbins version of a hurricane hitting KSP. Heck more I think about it more I want to do exactly that. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Kalista replied to stupid_chris's topic in KSP1 Mod Releases
Disreguard my report on staging causing a parachute hangup untill or if i can get it to fire on a regular basis. Been trying all day with no luck so far that it may have been an error on my part. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Kalista replied to stupid_chris's topic in KSP1 Mod Releases
I'll attempt to tomorrow as I said its random doing a sub orbital just now didn't reproduce it but in this save I had 4 different probes do a flyby of the mun and on their return the chutes failed to open and all 4 had the chute and heatshield on the same stage and with no change in design putting them on seperate ones fixed it.Also save before this had a mk1-2 pod fail to fire after a return from my space station and I remember it to had the chutes and shield on the same stage ( was a habit I picked up to ditch as much weight as I could since the old chutes loved ripping my craft apart). -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Kalista replied to TaranisElsu's topic in KSP1 Mod Releases
TAC fuel balancer lets you space it. Thats how I've been dealing with my waste so far but there won't be any floating debris. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Kalista replied to stupid_chris's topic in KSP1 Mod Releases
I'm beginning to believe my staging conflict is DRE doing it insted of RT2. When I have my parachute and heat shield release on the same stage the parachute flat refuses to fire if I put them on seperate stages it stops ( action groups and right clicking the part fails to work reguardless). -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Kalista replied to stupid_chris's topic in KSP1 Mod Releases
I should also make a report now as well. Sometimes (IE randomly) my chutes will completely fail to deploy by either staging, action grouping or just right clicking and hitting deploy. I have a strong feeling theres possibly a conflict with remote tech 2 causing this ( and yes I'm doing all of this while connected and i've lost one manned pod due to the chutes refusing to fire). Not sure if this should go here and RT but just wanted you to be aware of the issue. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Kalista replied to rbray89's topic in KSP1 Mod Releases
I think everyone is looking forward to the 64 bit version . I know I'd like to use the 2 or 3 parts mods i don't already have installed plus a few other mods that right now would toss me over the 4gb limit (ones I already have take priority for me such as pretty kerbin system > scansat/isa tho I would like to have both ). -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Kalista replied to Starwaster's topic in KSP1 Mod Releases
Change shockwaveExponent in custom.cfg in the DRE folder from 1 to 1.17 if you want reentry to be alot more challenging. I've been running that with far+dre and have had 3 space shuttles nearly burn up on reenty ( as if the things weren't touchy as is to reenter ).- 5,917 replies
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Kalista replied to rbray89's topic in KSP1 Mod Releases
I think its just a personal preferance plus the fact when I first got this mod I already had a lander in the middle of landing on the Mun and was flat blown away with how kerbin looked from the surface ( I got lucky and was lined up where half of Kerbin was on the light side other half was dark and where most of the planets lights are). And about realism while I do understand wanting to make this as "real" as possible ( I have damn near every realism mod this game has out) when it comes to your work i'll take pretty over real anyday. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Kalista replied to rbray89's topic in KSP1 Mod Releases
If your releasing a new version may I make a small request? Since the png to tga change the city lights don't seem as bright is it possible to get them closer in brightness to how they were? I can barely make out the city lights from the Munar surface and I miss that . -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Kalista replied to rbray89's topic in KSP1 Mod Releases
Do you have an idea where abouts you would stick them? Having them where Dres's orbit is with a cleared path directly on its orbit and SOI would be pretty neat similiar to how Saturn has some moons within its rings and over time have cleared their path in it . -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Kalista replied to rbray89's topic in KSP1 Mod Releases
Would the asteroid belt be just like the rings with just a texture? If so just like my rings request if its possible could that region be made a biome (if it even can be) for science experiments . -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Kalista replied to rbray89's topic in KSP1 Mod Releases
I'm the same way fairly new pc and the latest version accually uses less ram than the previous one. Also running it on Win8 just fine with all graphics details at max tho i've noticed the city lights have gotten alot less brighter ( might be my epilepsy since it makes me very light/bright sensitive but I've noticed a big difference there). -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Kalista replied to rbray89's topic in KSP1 Mod Releases
Accually I'm fairly surprized how little this mod uses as far as ram. I just counted the number of mods i use (42) and even with this mod running my average ram usage is only 2.9-3.3 gb. Granted most of my mods are informational or immersion but I am running most of the major part mods with only one (B9) needing the texture reduction thus far. -
Space Computer. Brought to you by kOS and hopefully many nerds.
Kalista replied to Payload's topic in Science & Spaceflight
0.92 accually didn't barf up space computer !!! theres hope I can get it to run and do the crap I want it to before my hiatus -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Kalista replied to Starwaster's topic in KSP1 Mod Releases
I can replicate it 100% as well but I have also seen it happen with and without DRE ( haven't done a full stock game since .17 but I noticed this bug started in 0.21).- 5,917 replies
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Kalista replied to rbray89's topic in KSP1 Mod Releases
For altitude 25,000 feet would be a decent start (7,620m) could even go down as low as 6,000m as well. -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Kalista replied to Starwaster's topic in KSP1 Mod Releases
Been playing with every version of DRE since its early days with FAR haven't had an issue pop up yet up to and including the current one.- 5,917 replies
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