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KSP2 Release Notes
Everything posted by leptoon
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I purchased KSP in June of 2013 so I'm apparently not eligible to get Making History for free. Why do those seven weeks make such a big difference? Why April and not March or July?
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I would really like to be able to close the game without going back several times to the main menu, especially if I'm in flight. Alt+F4 is not an acceptable solution, as a system administrator I always strongly recommend against force closing any application unless absolutely necessary. I'm frankly surprised this hasn't already been added to KSP. I can't think of another game that doesn't have a "Quit" option from every part of the game, except maybe during the first part of a UI locked tutorial. Edit: So I found out Alt+F4 actually closes the application normally, and Ctrl+Alt+F4 force closes. But it's still not good enough if you ask me. Not everyone knows about Alt+F4 and it seems like a dirty workaround.
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You can also downgrade from 1.3.1 to 1.3.0 via the beta option in Steam.
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There's so many incredible and creative SSTOs in this thread, no shortage of inspiration for the creation of my very first SSTO in a few minutes.
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Updated thread layout and added LEPT Heavy Mk II.
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LEPT Heavy Mk I Zero load delta-v - 6902m/s Max load (300 tonnes rated) delta-v - 3523m/s Objective - LKO Part count - 107 Tested payload - 300t Max theoretical payload - 420t Downloads Subassembly Spacecraft Mods KW Rocketry LEPT Heavy Mk II Zero load delta-v - 6484m/s Max load (200 tonnes rated) delta-v - 3684m/s Objective - LKO Part count - 109 Tested payload - 200t Downloads Subassembly Spacecraft Mods KW Rocketry I'll be updating this thread with additions to the family periodically. Thank you for downloading.
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This mod is the troll... It wasted my time and it's wasting the time of others since it doesn't work and hasn't been updated in quite some time to compress DDS textures, which almost all of the textures in KSP are. So I downloaded it, tried it out and all it did was blur my toolbar icons. Then I come to this thread to see that it's basically useless? And I'm the troll for saying it should be removed from ckan so other people don't download it by mistake? Sure.
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I'm using your lifter to launch an unmanned 240 tonne upper stage including a 'Honeybadger' rover and enough fuel to get to Minmus. I was having trouble getting enough ÃŽâ€v so I downloaded your heavy lift vehicle for a little assistance. I've modified it a bit. I moved the booster tanks a bit lower and reconfigured them for a modified parallel staging method (a.k.a. asparagus) to add a few hundred extra ÃŽâ€v. I also added two sepetrons to each booster tank and a lot of radiator panels to the main engine. Update: I had to move the sepetrons down to the bottom of the booster tanks and put uliage thrusters on top to safely push the tanks away. Btw, the FAR enabled KW fairings that this vehicle uses are no longer included with KW Rocketry, so I had to manually edit the craft file to remove them. Update - It's still not enough to get into LKO... I'll try adding some SRBs or something. 2nd Update - Adding some SRBs got me into orbit. And a successful landing on Minmus. It's a bit of a ghost town at the moment but I'll be sending kerbals in SSTOs pretty soon.
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Best place for an interplanetary launch facility?
leptoon replied to leptoon's topic in KSP1 Gameplay Questions and Tutorials
Thank you for all the input! I didn't expect this thread to gain so much attention, still reading all the replies. I originally planned to launch from Minmus but I think I'll probably use Minmus as a refueling depot and base of operations for interplanetary travel, with a station in MKO to serve as the launch facility. While I may have to haul rocket parts and fuel to the station, it's essential that I try to minimize resource consumption and the most important resource is time. With TACLS, I can't afford to wait years for launch windows from Minmus. -
Mechjeb Linux Stutter
leptoon replied to jelmew's topic in KSP1 Technical Support (PC, modded installs)
I'm having the same problem on 32-bit KSP in Windows 7. It's extremely annoying to use mechjeb when it makes the game lag so horribly and freeze every few seconds, not sure how it's so popular... It needs some serious optimization. As soon as I attach the mechjeb part in the VAB, the lag begins. 1.) I don't think it's doing landing predictions in the VAB... 2.) Craft size has no relevance to the stuttering at all. Even the mechjeb part by itself causes stuttering. 3.) Again, not relevant inside the VAB. -
Best place for an interplanetary launch facility?
leptoon replied to leptoon's topic in KSP1 Gameplay Questions and Tutorials
I see... Thanks for the input. -
Would be cool if running out of electricity killed kerbals... As it is now, when the power runs out, the kerbals just stop eating and stay alive forever. Strange.
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Hi. It's been a long time since I've played KSP and I'm seeing lots of new and updated mods, as well as some that haven't been updated that I used to use. So my question is, what would you say are some of the best mods for KSP? I'm planning to construct a launch complex on Minmus to begin with. I have the Outer Planets Mod in mind with Near Future, TAC Life Support and OKS/MKS to colonize the heck out of the solar system. Suggestions for additional mods that would compliment that goal would be appreciated. Thank you!
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Just wondering, why did B9 Aerospace take so long to receive an update and why is bac9 no longer a member of the KSP dev team?
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If you built that system with KSP in mind, you should have gone with Intel. An i3 would be better than that Athlon II... KSP has no multithreading capability so when it comes down to power per core, Intel wins every time.
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What is the absolutely first game you remember playing?
leptoon replied to 11of10's topic in The Lounge
Castle of the Winds for Windows 3.1 -
I've been trying to complete this game for almost seven years. I was able to work on it for a few months in 2007 then I resumed development in 2012, but shortly I was forced to halt development due to my lack of time and working capital to hire other people to help me. But now, with at least a year of free time ahead of me, I want to get this game completed. After the game is in a complete state, adding new content periodically will be a simple matter. Description of the original game... "Castle of the Winds is a cult classic RPG for Windows. At the beginning of the game, you have ability points that you can distribute between three characteristics, and you can choose your hero's gender. The storyline is linear and the gameplay and inventory system are cunningly simple. In contrast to the cities, the dungeons are almost monochrome, and the graphics throughout the game are minimalist. It may not look like much, but something about it makes it surprisingly fun. There are two volumes in this game, with only the first volume playable in the shareware version." Please note, the following game images are not representative of the final game. They are for demonstration purposes only (however, they are functional and you can test the game yourself if you want). (From the right: myself, my then co-dev and his friend sometime in Aug. 2012) My goals... My main objective with this project is to create an online, multi-player experience using the Build Your Own Net Dream (BYOND) framework, based entirely in the setting of the original single-player game. This is the basic idea that I plan to expand on with additional features and functionality. (Character creation, note the custom color. This is currently for the characters underwear.) First and foremost, I want to make the game exactly like the original but better. What does better mean, you ask? SFX, for starters. That's right. CotW with sound!!! (and music too) Secondly, I plan to expand the game to make it a true MMO. I'll be adding new cities, new monsters, weapons, armor, spells, etc. I was given the source code of the original CotW by Rick Saada himself so my online version of CotW will have many of the same features as the original. Updated graphics for new towns and equipment are also planned, but everything from the original game will stay the same graphically. (Shop GUI showing drag and drop interface. Note the four types of currency.) I also plan to add several new things to bring the game up-to-date. This will include a PvP system, player houses with purchasable furniture and storage, entire classes of new weapons, armor, spells and monsters, plus randomly generated dungeons. There will be literately hundreds of new items with mostly the same traditional feel as the old ones. I also plan to add an extensive quest and NPC system, and expand on the storyline set in the original CotW. (drag and drop character equipment management) This game will be revolutionary. Maybe not from a AAA standpoint, but as far as BYOND games go, this game will include many advanced features that are not found in any other BYOND-based RPG. CotWO will push the boundaries of the BYOND framework and by utilizing the social networking of the BYOND community, new players will be able to find CotWO easily and begin playing immediately without installing any additional software. CotWO will be the first ever persistent MMO released on the BYOND framework. There will be only one server, it will be online at all times (with scheduled down time for maintenance) and all players will be able to interact with each other through persistent accounts, across the entire game. Previously, BYOND games used personally hosted private servers or sometimes dedicated servers with persistent character data. This meant that if the person hosting the server you were playing on decided to stop hosting it, you lost your game progress and had to begin again on a different server. The difference with CotWO is that there will always be only one game world, only one set of data and only one server host. Do you want to know more? Please visit the BYOND hub. http://www.byond.com/games/Leptoon/COTWO The following Google Docs documents can show you the current state of development and the features that are being working on. Please note, these are both a bit outdated since I halted development in 2012. Powers Graph - Skills or abilities in CotWO are called powers. There will be active powers and passive powers. The active powers can mostly be learned with spell books that can be purchased (combat and healing powers) and the passive powers can only be learned by reaching a certain base attribute level (strength, intelligence, constitution or dexterity). This means players that wish to specialize in magic can level up their intelligence and unlock better passive powers related to magic, while never seeing powers related to strength or vice versa. Some powers have only one level while others have up to five (each level increasing the effectiveness of the power). For every base attribute point you gain for defeating enemies or completing dungeon quests, you will also receive a power skill point. Power skill points can be used to train powers from level 1 to (up to) 5. https://docs.google.com/drawings/d/19GI3NptOR3_Ul0R6yWI2cH7pQqhxgmrjX9hNHJk5bV0/edit?usp=sharing To Do List - This is a list of features and functions that are (or were) currently in development. https://docs.google.com/spreadsheet/ccc?key=0Aq143hp2GlZidFlXS3RDWWpHdGw2MXRPelZKRmxLa1E&;usp=sharing Please feel free to add me on Facebook or message me here on the forum. I'm always eager to hear new ideas and suggestions. https://www.facebook.com/leptoon The game runs on BYOND but if you don't have it, that's totally okay. Just download the .RAR file below and run the executable. It will download and install Byond then immediately connect you to my CotWO server. Download: Mirror 1 | Mirror 2 (New mirrors coming soon.) If you already have BYOND installed, please click this link. Current Status: Version 0.11 ALPHA Estimated Projected Completion Date: 12/31/2014 Server Status: Online (As of 01/23/2014) I have submitted a Kickstarter campaign to raise enough money to hire a graphic designer and a sound producer, and maybe another code developer. It'll be approved in a few days then I'll post it. If you're interested in helping out, please feel free to PM me.
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Salute pose for EVA Kerbal.
leptoon replied to Sirine's topic in KSP1 Suggestions & Development Discussion
Do you mean pose? Yeah I imagine some kerbal emotes will be added eventually. It makes sense. But by eventually, I mean many months from now when the rest of the game is done. -
The point is, asking for faster updates isn't going to get you anywhere. If you want major features added to the game more quickly, you need to take matters into your own hands. Go learn how to code with Unity and apply for a job with Squad. Tell them you'll work for food but be careful not to drink the water!
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You are your own simulator. If you're really that concerned about whether or not your craft will do what you intended, crunch some numbers. You can use math to simulate anything that you might need to determine. There are several helpful mods for that.