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Mad Scientist
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
Death Engineering replied to tony48's topic in KSP1 Mod Releases
Thank you!- 1,881 replies
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
Death Engineering replied to tony48's topic in KSP1 Mod Releases
Did anyone happen to download the 2.5x dV map from the OP? It vanished (like today I think)- 1,881 replies
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Find a nice location on kerbin!
Death Engineering replied to Rutabaga22's topic in KSP1 Challenges & Mission ideas
I call this valley north of KSC 'Shangri La'. This shot is from about 3/4 up from the bottom of the valley and is looking almost directly South towards KSC. Flown here in a modified Aeris 3A to carry a passenger photographer. Location: 36' 2'' 11 N , 74' 49'' 37 W It also hosts a monolith! -
AtomicTech started following Death Engineering
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Release KSP2 Release Notes - Update v0.1.2.0
Death Engineering replied to Intercept Games's topic in KSP2 Dev Updates
These two points are critical to enjoying the stock game. Once the "I launched my first rocket!" missions wear off, more complex missions require the ability to plan multiple maneuver nodes in succession along a flight path regardless if we have the delta-V to do it. Gravity-assists and rendezvous' with other craft all need the flexibility to plan beyond ones' means. Besides, are we really going to trust the limit is accurate? Ehm, no. And the dV reading not counting-down is like the gas needle in your car always reading full. "Yep, you filled up! Yay! Oh, how much is left? Well.. how far did you drive and how many times did you stop at the drive-thru for a coffee then drive slowly past your ex-girlfriend's house revving the engine? Ok.. take all that away from your initial range and you're set!" Okay, it's not that bad, but I'm in the auto industry and I never resist the chance to use a car metaphor. Exiting the SOI after a mission to return home IS game-breaking when the expectation of adherence to basic orbital mechanics is in place. Sure, the methods suggested here all work and have worked but WHY? As others have said, this is a basic necessity for a space simulator and has worked for a decade in V1. Missing this in the next bug fix will be very costly to the long-term viability. I've been relatively silent on KSP2 since launch, and I am happy for the huge list of bugs being fixed. But, I am concerned that the game engine has flaws hidden deep within the codebase that will make bringing this to maturity a challenge. I've played KSP1 a lot. Like seriously. I've seen bugs in KSP2 that haven't been addressed that I saw in KSP1 1.4.3. Weirdo bugs that cause vessels to flip out or physics to collapse into spaghetti, all fixed before KSP1 1.12.x. If these still exist in KSP2, what other ghosts in the machine are there? -
A week in... 10% still playing
Death Engineering replied to JoeSchmuckatelli's topic in KSP2 Discussion
I just can't play something so utterly and disappointingly filled with bugs. As a career, I support and troubleshoot buggy software. The last thing I want is something way worse as "recreation". Call me when this thing, oh I don't know, works? Orbits drift or disappear, parts fall off spontaneously, whole designs sink into the VAB floor like it was made of quicksand, EVAs that knock the lander back into space, EVA's that fall through the terrain, I mean it is truly endless. I give KSP2 a few low chance of ever making to as feature-complete as KSP1 got. -
I'm excited for colonies and long, long, loooooooong missions.
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[1.12.1] JNSQ [0.10.0] [23 Sept 2021]
Death Engineering replied to Galileo's topic in KSP1 Mod Releases
Welcome back, michal.don! Just curious.. what, if any, mods did you install to increase difficulty/realism? -
Moar IVA animations
Death Engineering replied to Rutabaga22's topic in Prelaunch KSP2 Suggestions & Development Discussion
I totally agree with general suggestion that Kerb's are still very prop-like in IVA mode. Can you imagine free IVA travel in the current KSP? Stuck on a ladder, jammed between the command seat and the control panel.. wobble-wobble-POOF! Scratch one kerbal. -
totm dec 2023 Artemis Discussion Thread
Death Engineering replied to Nightside's topic in Science & Spaceflight
Jim, prolly. -
KatnisssCapeCanaveral for KSRSS v1.0
Death Engineering replied to TruthfulGnome's topic in KSP1 Mod Releases
Is this only when on the KSC overview screen, but normal everywhere else? There was a mod that caused that bug at one point... harmless mostly harmless.- 109 replies
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- launch sites
- cape canaveral
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Having a very hard time fitting USI-LS/MKS designs into the 100k / launch limit and get the mission done. lol! Going to take another run this weekend and incorporate SSPX mod bits to get (totally admitting the truth here) the cheaty/undermass crew pods. Trying to stick with a common Duna lander that can drop crew modules, supplies or carry things back into orbit and just swapping out the modular bits that snap into the lander. In theory/testing, it works great but the two designs (lander/RTO and resupply modules) are near 200k each at launch and over 40t per payload. Stay tuned!
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I like ambient music like from Iron Cthulhu Apocalypse or Ambient Space Music or Spaceship Ambience.
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Yikes.. makes my trip around the grey-on-grey one seem pleasant by comparison
- 559 replies
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- 2
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- rover
- circumnavigation
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