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ymir9
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
ymir9 replied to ferram4's topic in KSP1 Mod Releases
Ever since the update I find most of my smaller rockets are impossible to control in the transonic region. I'd love to see some sort of tutorial or simple diagnostic tooltip that could help indicate stability. It seems the margins of error have gotten very, very small.- 14,073 replies
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- aerodynamics
- ferram aerospace research
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
ymir9 replied to Ven's topic in KSP1 Mod Development
It does both of those things. - - - Updated - - - Reloading the vessel seems to solve that problem for me. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
ymir9 replied to ferram4's topic in KSP1 Mod Releases
Thanks for your reply. From my testing it seems that drogue chutes are treated like normal parachutes and have the same levels of drag and temperature tolerances. Also in all chutes, realchute seems to ignore what deployment settings I use in the right-click context menu.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
ymir9 replied to ferram4's topic in KSP1 Mod Releases
Drogue chutes don't seem to work with the new RealChuteLite implementation. Is there some way to disable realchute and revert to the stock chute system?- 14,073 replies
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
ymir9 replied to Ven's topic in KSP1 Mod Development
I can't seem to click or interact with the spherical mono-propellant tank in OpenGL. -
[1.0.x (partial)] Atmospheric Sound Enhancement v2.2 (2015-05-05)
ymir9 replied to pizzaoverhead's topic in KSP1 Mod Releases
If pizzaoverhead is up to it, I'd love to eventually see a more realistic high-pass filter option to replace the current low-pass filter while in vacuum or low pressure areas... with the low-pass filter reapplied when in high pressure atmospheres like Eve. -
It's not too hard it's just not any fun.
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[0.90] EvilCorp Kerbanomics v0.1.8 - Kerbal Payroll and Loans!
ymir9 replied to johnqevil's topic in KSP1 Mod Releases
Any word on 1.0 compatibility for this little gem? -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
ymir9 replied to TaranisElsu's topic in KSP1 Mod Releases
I know there's a politically incorrect joke in there somewhere waiting for someone wittier than me to find it. -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
ymir9 replied to Starwaster's topic in KSP1 Mod Releases
I miss the g-force damage from this mod.- 5,919 replies
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- reentry
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Am I right to assume this does not apply to Kerbals on EVA?
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I think I may have become a naysayer, regrettably. I think many of us were hoping that 1.0 would bring all the planned features that were listed in the wiki for one thing. No ÃŽâ€v readouts and no tier 0 buildings make this update seem like every other update so far and not a release. I would like to know when to expect KSP to be "complete" so I can look forward to future updates as content expansion, rather than fundamental parts of career mode being introduced or completely overhauled. (like tier 0 buildings and tech tree overhauls), breaking my mods in the process. In short, I have a hard time seeing this update as 1.0. Because for me so much of the fun of KSP comes from modding, I just want a simple, highly stable and functional build of KSP to be finished, released as "done" and the updates to stop. Every time an update to KSP gets released, a mod somewhere dies and is never updated to work with the new version. It's a real shame. As it is now, the only new features that KSP 1.0 will bring to the table that haven't been already covered more extensively in mods is: thumbnails next to the load craft buttons - clamber - ablative shader - female kerbal mesh (but only one texture). I honestly can't think of any others. KSP is a great game, but it's features are so outstripped by its mods that I wish it would take a bow and let the community take over at this point.
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Any of the myriad things that can go wrong to a probe during a mission: - power failures - staging errors - signal loss - part failures (if you're using the awesome dang it! mod) Scanning for me has always been a stressful affair. Once I'm finally in place I want to finish scanning as quickly as possible and move on to my next objective before something inevitably goes wrong. Honestly, between this and the still absent tier 0 buildings, I find myself just wishing Squad would finish KSP so mods would stop breaking, and I would stop having to worry about restarting my career game. I struggle to think of any features that KSP 1.0 is introducing that haven't already been covered by mods in a more extensive way. I can only think of the thumbnails on the load craft buttons and the ablative shader, are there any others?