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KerbMav

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Everything posted by KerbMav

  1. No, it is a texture visible from a certain height of the planet only. But that is where all the action is anyway.
  2. Yes, wishing for ALT+1,2,3,... too - but on your second wish, that will or better has been granted: http://forum.kerbalspaceprogram.com/showthread.php/24882-Actions-on-the-Fly-Edit-your-action-groups-in-flight-mode
  3. More like this Christo. But you gave me a hearty silent internal laugh - leaving office now. And: Do the Textures really count against the mod-memory-limit? Arent they simply loaded and dumped into the video RAM? So, KSP finally getting its blood patch?
  4. Ah, I see, so it's more like Christo visiting the Kerbals and shrouding their planets with a painted canvas pinned some km above ground - still cool though, although it seems like I would want to only use it for Jool (cant land there anyway) and the cloud mod with the original Kerbin (Laythe, Duna, Eve - maybe in appropriate colors?) ground texture. Or are there any beautified textures for the original planets? But wow, can this game look good! Got me going for 1.0! ;D
  5. Saw a trailer on steam (?) and Scott's video - it looks good, but you cannot build-fly-dream!
  6. Oh my, this thread has grown fast - and beyond just a new skybox as well! Few questions before I return to working and whining about that I cant play KSP right now to try all this: 1. Jump-reading the last 10 pages I read that the planet textures are bad for planets with oceans - what exactly happens, do they recolor the water and we splash-land on land? 2. Are there any problems with the height of the terrain? 3. Are the clouds visible on the ground or are they a different mod? Do they show in the sky when down on Kerbin?
  7. 0 - solar panels 9 - lights far away from my asdw-qe-t-r-f-control-area on the keyboard 1 - thrust forward / toggle jet engines 2 - thrust backwards / toggle rocket engines (activate/deactivate engines on docking-tugs with fore and aft engines / control spaceplane engines) 5,6,7 - often anything that controls actions on parts of a craft that will be considered debris at some time - will probably change if I finally get around to try out KAS and Robotics mods abort - toggle gimble on all outer engines - can be reassigned (Mod: Actions on the fly) if needed
  8. Been there, done that - SPH mode just adds only two, but cant get two this and two that way - VAB gives me christmas decoration like in the pic.
  9. Now what? Cant get it to put them around the tank again ...
  10. Trouble only starts if you also want to change the position of the command module/probe core - the other half of the craft will most likely be short a connection node ... it seemingly will only have the one it was attached with before you took it of the module
  11. Made my first real attempt at a plane - pure atmospheric for starters. Why does every (as far as I tested other players crafts and now mine too) plane need an angle of 20 degrees to hold its height? Also I could pull my own hair that when I pull up 5 degrees, the plane's nose then drops 10-15 degrees to where it had been before - it is the same for pushing down to almost the same extend. Another funny thing is the physics of the game - although I dont know if it is the same in reality? - that make me fly east for a few degrees while pointing straight north.
  12. It is only the 5th but I think we found our mod of the month! @eRe4s3r A higher resolution NAVball would be nice, but I would rather see MJ use KSP standard UI design.
  13. I understand it makes it easier for slim rockets to gain altitude and speed, but cancels the advantage of the wide asparagus designs? Is it only a plugin changing calculations of drag, lift etc. or does it come with new parts? Does it work with any part mods?
  14. Hide a wormhole somewhere inside/outside the Kerbol system - fixed position relative to the star (aim well) - pop out in new solar system.
  15. Why do you want to start at an angle? Also although I do not know the size of your craft, but a big and heavy rocket would need enormous thrust to gain vertical velocity and not pitch down into the ground I think.
  16. Being the main reason I dont get this quarrel at all. 1. I havnt had enough of this by now - and I dont trust autostaging - nor my construction skills, it still happens that I have to rearrange stages or something during ascent ... 2. being the main reason I would want to use MJ: the keyboard is not sensitive enough, the navball is to small/pixelish, to many joystick-problem-threads to make me dust of my old stick ... *ahem* 3. I already use KER for this, but I like the design of MJ more and the seperately movable windows - yet MJ does not support design calculations for different planets/moons (as far as I know) 4. planning on letting MJ put me close to a planetary base or other landing site and take control on the last 2km or so - especially in atmospheres ... you know ... hitting that spot an all ... There are a couple of different mods that do the same - but I reckon one complete mod puts less stress on hardware ressources? And part count for those that need one. (Cudos to partless chatterer here!)
  17. Make sure to document it - although I am a big fan of watching good videos, at least take enough screenshots, if only for your own collection! I keep forgetting to press F1 ... :/ Well, as I am old enough and do not shy away from knowing about pop-culture outside my own sphere of interest, I recognized it for what it was: Yes please! I love good gaming videos! Mind game: If the neighbour kid builds something awesome out of that new box of LEGOs - is it less awesome because you only have the standard box of five different red and blue bricks? (And Mom and Dad would not even have to pay for KSP mods. ) Yes, he used mods - but mods are just more parts, one has to combine them in a way they work and preferably look good too.
  18. Anybody else think we should have standard keys or UI clickable buttons to turn off all torque/wheels? I also still dream of being able to rightclick engines and stuff in the staging column to toggle gimble, launch seperators, open single parachutes ... somebody in for a total UI-revamp?!
  19. Reminds in some way of an xkcd - how much time and explosions were lost to make screenshots, upload them, make a thread and wait for an answer ... :D
  20. Which would make for some awesome minutes during ascent! OT: Keep in mind that even with docking ports you cannot build "circles" in the VAB. You can only build treelike, ever growing in all directions, but never connect back to another branch. Building docking ports aligned perfectly so they dock as soon as the craft is loaded on the launchpad can be quite a challenge - better to launch in parts an assemble in orbit, rendezvouing and docking is one of the big parts for fun and all - as always.
  21. Maybe he is hinting at the secret reichsflugscheiben facility - abducting and slicing up cows since 1943 ...
  22. Edit: Id prefer four nodes also - two are nice for variety or certain designs, but four is the number you shall node!
  23. You just sparked a design in my mind - a whole space station spreading its wings (solar panels) and gracefully rising higher above the sparkling blue oceans of Kerbin on streams of light (ion drives) ...
  24. You couldnt have written this last night?! adreim ... "Boys! Back to the lab!"
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