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TheReaper
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Everything posted by TheReaper
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ihave installed this but i have a problem, in the sph there are blue lights coming on and lots of buttons when i right click they are all about ext cam IDs - or + s and whatnot, did i do something wrong or this patch is supposed to be UI nightmare? there is also a folder misplacement as well, no spaceplane plus folder, evreything is under game data
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very good downloading now thank you
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[0.90] Kerbin Shuttle Orbiter System v4.13
TheReaper replied to helldiver's topic in KSP1 Mod Releases
i am certain downloading it takes more time then doing it -
[0.90] Kerbin Shuttle Orbiter System v4.13
TheReaper replied to helldiver's topic in KSP1 Mod Releases
Thank you, Cubic Octagonal Strut that fixes OMS problems, i really like using OMS s even though i dont really need them but they are hugely efficent, just place a cube in a center line a bit under the central line between bottom 2 main engines and place an OMS, not sure if i t would couse problems if done otherwise but i placed the engine inside of the cube, i cant see the cube anyway and this keeps all 3 oms s appear as diretcly attaced to the fuseloge, remember to add the 3rd engine to control groups, this is one problem solved, with this second test, i ve concluded that rcs pitch works very nicely, however yaws and rotations still cause some unwanted turn. never needed to use part clipping doing this, appear to couse no structual failures. -
[0.90] Kerbin Shuttle Orbiter System v4.13
TheReaper replied to helldiver's topic in KSP1 Mod Releases
to my remembering i remember using a lot of sideways translations in my test flight , it coused a lot of rotation and some movement to push nose up or down so turning sideways also moves my ship by both pitch and rotation , maybe that bothered me a little,but none of this can cause my non rcs turns the push my craft around,turning with rcs on have some effect on your prograde vector in any vehicle but the shuttle has this on a much bigger scale and yeah i had the tail rcs ports on, helps a little and it does feel a bit heavy even with like half the fuel tank and nothing in cargo hold,i dont think i am using any other mod that would couse rcs failures, texture mods and completely unrelated part mods, not even mechjebb or scansat that kso seem to have a support on for IVA screens. regardless, the adding of a 3rd oms spot and some upgrades will be usefull for everyone, regardless if they are actuallng having any problems or not -
[0.90] Kerbin Shuttle Orbiter System v4.13
TheReaper replied to helldiver's topic in KSP1 Mod Releases
Hello guys, for start i was very happy for this upload downloaded it right away and launched a test flight to randevouz with my allready or bitting standart kso, not so long after i reilized there are some problems. First: This is my standart KSO design, it has 3 OMX that allow me for a more stable,efficient,easier thrust and control in space. This is the new KSO fuselage, it doesnt have the attachment point ,yeah i should keep top main engine and 2 omx s on and 14 degree trim, .. well no, new kso has very big stability failures, even that trick creates some unwanted torque. To further make my flight and life harder and painfull, RCS unbalance is seriously underrated in the texts given, nearly any movement torques my craft to somewhere (yeah the extra torque thing with nose..not helping much) anyhow i managed to keep my craft on the trajectory allthough that was a pain, i came close to randevous and dock, and i noticed a whole new problem, even when i turn OFF the RCS the spacecrafts self torque itself applies phantom movements to my trajectory, only noticeable if i am looking at target navball with very little relative velocty but it sure is annoy to make it harder and annoying. turning arraund moves my prograde vector allraound, as if rcs wasnt needed at all, i dont know maybe its a physics failure of the game with the new patch but stabilty upgrades are very much needed in this place. this is a very good upgrade i can have my shuttle to mun if i add fuel tanks to cargo hold but playing it is very annoying for me at the moment and couldnt really enjoy it in its current state. -
Better Atmospheres Development Thread
TheReaper replied to Thesonicgalaxy's topic in KSP1 Mod Development
i cant say i know the preference of the devs but i really love it. was getting tired of some old blue s*** -
[0.90] Kerbin Shuttle Orbiter System v4.13
TheReaper replied to helldiver's topic in KSP1 Mod Releases
its here its here, YES thank you! -
[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
TheReaper replied to Thesonicgalaxy's topic in KSP1 Mod Releases
i really dont want to push or anything but is there really a no fix for those bluish fake clouds? it gets rather annoying as my missions tent to be arraound kerbin -
The Dove... A small six-seat SP+ SSTO
TheReaper replied to RoboRay's topic in KSP1 The Spacecraft Exchange
GIMME GIMME GIMME GIMME , its so awesome looking, thank you for sharing -
Better atmosphere v5 solar flare installment edit: since when texture editting is considered "hack"
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Rareden, finaly found this post i was looking for these pictures , i saw them before wanted to look at them again, they are all are really beautifull i hope to see every other projects of yours in days to come, at the moment i personelly thank you for filling my desktop pictures album theme
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Hello gys, came up with something else, a simple designed SSTO, still prototype, weights a bit heavy even for its enormous lifting at start but nessecary , after a while of fuel waste it gets really easy to handle, enough fuel to land from orbit and achive orbit again, even more in lower gravity planets ( unless you have planet mods i am talking about laythe) with the exception of the labs boost,capable of doing all the sciences and transmitting them back home with the empty atachment point added to the back of the craft it can be carried on top of a rocket to laythe or used on kerbin it self, as said still a prototype, if i add more wings wing surfaces wubble, during launch, back landing gears are pushed a bit to the ground becouse of the heavy weight (the weight is most likely becouse of the enormous science,extra ion turbines,extra rcs tanks, not diretcly fuel, i have distributed it carefully) but again a few minutes of flight gets back into shape. After several updates it will be ready for permanent laythe occipation,i really like the design ( even though b9 actualy stole it from ME ) with 4 large airbreakers capable of droping speed rapidly even with tiny bit crunch of atmosphere, which is good if you overshoot your orbital decent,even capable of entering FULL-STALL (hawx players will get it). PS: Thank you Hodo,
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[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
TheReaper replied to Thesonicgalaxy's topic in KSP1 Mod Releases
how much of a visuel impact would half res ksp do? i also use active texture basic, i care about the visuels mostly. im running on 3.54 gb ram, with the exception of upgrades to mods i use ,not much only several, rest are mostly plugins for them to work, im not planning on installing anything else Edit: i have tested half res and deleted extra helmet textures,helmet take on/offs,skybox from texture replacer, actual gameplay is exacly the same, cant really notice a difference for ksp resolution option unless you look at the ground from an inch away from your screen, my performence sky roketted, game runs so smoothly, ha, who knew a change of simple resolution, 50 mb of deleted files kickstarts the game, this version is great but there are lots of junk that comes with the install and not many of us have a lot of ram space to spare, any how Thank you! -
[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
TheReaper replied to Thesonicgalaxy's topic in KSP1 Mod Releases
Question , i am running on absolute limits for ksp and occasionaly i get occasional crashes mid game, so no high part or crowded areas, i am considering deleting non essential contents from mods such as texture replacer's skybox,helmets,visor shaeds, and custom asteroid's random asteroids arraound the sun, but i dont know if it makes a worthwhile difference -
[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
TheReaper replied to Thesonicgalaxy's topic in KSP1 Mod Releases
not at the moment, thank fully its only on kerbin and doesnt really impact your gameplay with the exception of annoyence if you stare at kerbin from high altitutes - tracking station -
upsidedown cargo bay good luck
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[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
TheReaper replied to Thesonicgalaxy's topic in KSP1 Mod Releases
its ok you have the same problem as me, the blue ish ones arent clouds, they get un synced in time becouse real clouds the white ones rotate faster, use timewarp to see it for yourself. -
[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
TheReaper replied to Thesonicgalaxy's topic in KSP1 Mod Releases
those clouds look just fine, you are bein paranoid, what eve does is it simply makes the colours stronger and more clear and add white dream clouds, what ba does is that it makes the same stuff as eve, and adds atmospheric events, atmospheric blue-rendering that just makes clouds appear as clear stamps but it doesnt, i think everything just looks beautifull as it is. -
yeah under good or perfect aerodynemic designs yes, but you know not many of us are aeronotic engineer graduates since i also do some crazy ninja stunt spins and flips within atmosphere (for reasons) far breaks the craft into a thousend pieaces,(yeah i know the reason, just dont want it to , i love fantazy) i am also low on memeory, running on absolute KSP ram limits
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i have stock installed, from what i understand basicly FAR makes things a bit harder, i think the plane could move a lot more with the same amount of fuel with stock aeronotics installed
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itss so awesome, thank you for giving me more inspriation allthough i have no idea if it has enough fuel for orbitor where it keeps the rcs, that is just beyond my creation skills
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[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
TheReaper replied to Thesonicgalaxy's topic in KSP1 Mod Releases
no it doesnt, but deleting BA is not an option, im currently in an operation of sending probes , stations to every moon of jool, turning it into almost a colonized zone, and i cant do this without seeing the beuty of space and pressing f1 every 5 minutes -
[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
TheReaper replied to Thesonicgalaxy's topic in KSP1 Mod Releases
real ones move just fine, these blue ones i think stand still relative to the ground,i havent really paid attention calculating their velocity, and oh yeah i have tons mods, part mods that are compleatly unrelated, texture mods that i only installed becouse they were mandetory for this patch, the only texture mod i ve installed and is not a must have is distant object enhacement , which is reccomended here and im pretty sure as hell it has nothing to do with this.