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Everything posted by Talavar
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where is the multiplayer?
Talavar replied to Talavar's topic in KSP1 Suggestions & Development Discussion
Good! - - - Updated - - - I'm well aware of the complexity involved. I was wondering the status (to be implemented, or shelved). Currently I can't even play KSP modded or unmodded. It crashes on me constantly. So, that being said, I want it to function as intended first, of-course. But honestly, to be perfect, It needs multiplayer in the end product -
So was the idea canned or what? Seems like after the game was released as 1.0+ the devs just poke and prod at it now, not really doing anything big.. Has the fire behind this project gone out? Anyone else remember this? "we're working on Multiplayer for #KSP, and it's planned to be a free update released after 1.0"
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My point being, theres 1000 total on the entire forum, rather than just in general. It's falling off :/
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No it didn't Because I haven't been playing it either.. I came to check for updates, new mods, etc.. and to see any new developments.
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This is the first time I've ever visited the site and seen less than 1000 people in general forum.. total 133. Give us something interesting and new Squad!
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Can anyone give a rundown of the functionality of this mod as of late? A simple list of major limitations would be appreciated. Can two people now dock and swap control of ships without them duping or exploding randomly? etc.. A "Known bugs" section would be great. I've been avoiding this mod like the plague simply from a lack of information of its current limitations, I'm sure that many others are doing the same!
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THought it would be nice to have a random small chance (and danger) of random meteors falling in from space and lay on the ground on bodies with no atmosphere, that can be picked up and placed in a box (think extraplanetary launchpad recyclers) for science points and carted back to kerbin. would require some kind of collection part (to pick them up) like a bucket or something, with a hinge.
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Looking for ideas for something to model
Talavar replied to Redjoker's topic in KSP1 Mods Discussions
Good stuff! Look forward to crashi.. uh flying with it.. lol -
Looking for ideas for something to model
Talavar replied to Redjoker's topic in KSP1 Mods Discussions
I was thinking easy, and not really currently available. Since your just getting back into the swing of things. -
Looking for ideas for something to model
Talavar replied to Redjoker's topic in KSP1 Mods Discussions
A "preferably white" aerodynamic adapter that splits 1 of the largest tanks into 3 of the largest tanks.. For us FAR users. .. Yeah, we can just increase the size of a stock one, but they arent very sleak/aerodynamic.. lol -
I was speaking more in the lines of gameplay.. lol
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For me, it would be a goal of traveling through a worm hole to a distant solar system, and populating another system all together, building everything from scratch with mine-able materials. EDIT: Talking gameplay aspects here.. we all know bugs suck.. 64 bit will be fantastic, and better graphics would be nice, but the subject focus is gameplay!
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BS.. it's not even from the same image. the lighting is completely incorrect, and you can't get that level of detail by zooming in on a photo that is already only 128 pixels Max.. It would get more distorted, not clearer. Quit lying >.< !!!
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KSP crashes hard, shuts down computer
Talavar replied to tsaven's topic in KSP1 Technical Support (PC, unmodded installs)
Had a similar problem.. turned out to be the power. Might wanna try swapping batteries if you have an extra laying around somewhere. If you are jacking straight from the wall, try using battery only and see if it changes. That would suggest a bad power feed before it gets to the battery. Just a few Ideas. instant power offs are almost always cause by heat or weak power feed. - - - Updated - - - ALso with yours... I had the EXACT same problem with the SAME mod!.. also on a brand new computer.... Turns out when I ordered the computer, they put a chief-max 650 Watt power source in it. They are notorious for putting out 1/2 wattage.. hence I didn't have enough juice to power my vid-card, and it would shut down instantly. Check what kind of PSU you have. -
Well, actually NOT ignoring the speed of light will get you through the planet safer... as an object gains velocity, it actually gains energetic mass, which makes it denser, and harder (so to speak) think of (if you have ever seen) the pictures of blades of grass, or straw stuck in a tree after a tornado.. we know that grass and straw is OBVIOUSLY weaker than a tree trunk, yet at high velocity, it doesn't matter. The tree gets punctured, while the straw stays intact. Now imagine you are traveling at the speed of light (or faster as you suggested) you would be so Energy heavy, that you could literally blow a hole right through the moon and come out the other side drinking a martini.. cheers! lol
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Talavar replied to sirkut's topic in KSP1 Mod Releases
Am I to understand that IR works without tweakscale, but all parts will be standard 1.25? If so that would be fine with me, As I seem to be getting some undesirable effects with tweakscale -
I'm all for this.. I think it would be great for career!
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Talavar replied to ferram4's topic in KSP1 Mod Releases
Can't be.. I'm still getting micro at 70.25 It's exactly why I came here to ask.. lol .. It's nothing major, just very (VERY) small amounts. lol Bah.. I'm using "NEAR" however I was under the assumption that it used the same atmospheric cap as FAR, since it's just a stripped down version. I'll head over there.- 14,073 replies
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- aerodynamics
- ferram aerospace research
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Talavar replied to ferram4's topic in KSP1 Mod Releases
Was wondering at what altitude you stop getting micro-drag and orbital decay around kerbin?- 14,073 replies
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- aerodynamics
- ferram aerospace research
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Can science be added as a "resource" in the part CFG?
Talavar replied to Talavar's topic in KSP1 Mods Discussions
Thanks MeCripp, I'll check both out. - - - Updated - - - Actually looking at the two different configs, I can actually do something even better. Thanks for pointing me in the right direction Mecripp, You were a big help!