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Everything posted by Deathsoul097
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Should KSP have a Delta-V readout?
Deathsoul097 replied to bsalis's topic in KSP1 Suggestions & Development Discussion
Agreed. If anything, people (newbies mostly, but you never know.) will be inquisitive at the meaning of the information they are getting, and look into it, or just look at it like, "Huh? Numbers, numbers, numbers, WTF? I don't need this." Either way, it will help those who want it, and those who don't want it wont use it. Also, comparing a DV readout to MJ's Autopilot is stupid. I mean it, it's just downright stupid. How can a readout saying, "hey, you've got X TWR and Y DV" and you knowing "I need Z DV to get to A, and 2Z to get to B from there, which is =/-/+ to Y. I can/cant do this." the same as an autopilot? I use MJ all of the time, and often for the autopilot because its much more accurate than I could ever be, and trust me, there is a HUGE difference between a DV readout and an Autopilot. Your argument is literally invalid. I have nothing against the user, I am simply flaming against the argument. None of this post is to be taken personally, or as an attack against your personality, just your argument. -
Should KSP have a Delta-V readout?
Deathsoul097 replied to bsalis's topic in KSP1 Suggestions & Development Discussion
Because, mods aren't forever. If this gets implemented, which it really does need to, it will receive continued support, maintenance and inclusion from now until the end of the game. Also, people are always asking for more planets. Problem is, planets add a lot of lag, which is why the devs are reluctant to add them, among other reasons. Also, if its illegal, why is planetfactory, or planetfactory CE, or RSS still on the forums and popular? Your saying that those mods are illegal? Also, your basically saying the devs should just stop now, because everything they plan on adding has already been done by mods: Contracts and money? Mission Controller. More parts? Novapunch, ANVIL, KW, Firespitter, B9, etc. D-V and technical readouts? MJ, KER, VOID. More planets? Planetfactory, and associated packs. Customizable Planets? Planetfactory CE, RSS. Realistic Planets? RSS. Better Aerodynamics? FAR. Re-entry and proper heating effects? DRE. Life Support? Asmi's ELCSS, TAC LS, Ioncross LS. Proper Communication and Transmission setups? RemoteTech. Resources? Kethane, Extraplanetary Launchpads. Realisctic Fuels? Real Fuels. Customizable Parts? Procedural Dynamics, Procedural Parts, Procedural Fairings, Stretchy Tanks, Stretchy SRBs. More advanced Building Mechanics? Editor Extensions, Hangar Extender. Better FX? HotRockets, SmokeScreen. Balance the old parts? Stock Rebalance Project. Fix the parachutes? Realchutes. Really, almost anything someone will suggest will fall into this list somehow, so saying someone suggest something that hasn't been done by a mod, then suggesting something that has been done by several, perfectly legal mods, is pretty redundant in itself. -
You never mentioned the texture switcher, just that it had alternates. Its cool though, your a step ahead of me.
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[0.23.5]Stockalike Aeronautics (2.0) New Engine, FX fix
Deathsoul097 replied to blackheart612's topic in KSP1 Mod Releases
Blackheart, I have a role for you to fill with an engine: A Merlin 1-D workalike, that is able to be attached radially at the top node to allow F9 style clusters. However, it would have to not have a "Thrust Plate" because the 1.25m parts wont cluster without sticking out with that plate. A clever thing you could do would be to do it like your HG-10B in Aerojet Kerbodyne. You could have two nodes, one at the top of the engine, and that point would also be the point where it radially attatches, and then another node, slightly higher, that would spawn in the thrust plate. It should be slightly more efficient ALS than the LV-T45, but worse at higher altitude, and I was thinking thrust around 250-300 kN. Whadaya think? I think it would fit perfectly with either this mod if it was made stockalike, or maybe be a nice part for the Stock Launcher Overhaul instead. -N- -
I like the middle one best. It's clean, simple, and offers a good contrast to the other parts you have made. Perhaps you could include Snjo's Firespitter texture switcher module?
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PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
Deathsoul097 replied to Porkjet's topic in KSP1 Mod Development
Okay, Porkjet, I don't know what you did, but you are amazing! After I installed the plane expansion I got a framerate increase, as massive one. I have no idea why, or how, and the fact I am running nearly 20 mods now, if not more, shouldn't help, but it happened. Thank you. Seriously, WTF? -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
Deathsoul097 replied to Porkjet's topic in KSP1 Mod Development
Yay, the updates return! DL-ing newest SP parts, and that inline cockpit looks amazing PJ, you really outdo yourself man. Yeah well, the majority of users don't use FAR, so it isn't as much of a priority as finishing the pack at this point. this is after all, a STOCK EXPANSION of the plane parts, not a FAR pack. I understand where you're coming from, but that's what I understand to be going on. -
Although I almost always play career, I've never finished the tech tree. Too much other fun stuff to do along the way. Though I don't consider this bad at all there are others who disagree, so ill say it. I'm a good enough pilot, but I use MJ for everything. I have only ever landed on laythe eeloo duna eve mun minmus and kerbin. I haven't even gotten near dres bop pol or ike, and only done flybys of moho vall and tylo. I cant build anything with wings in FAR. I should not even be considered to be a possible engineer or designer for planes. I'm also pretty bad at planes stock, so...
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What is your favorite Command pod. Why? (real edition)
Deathsoul097 replied to awsomejwags's topic in Science & Spaceflight
On the subject of Dragon and Falcon 9, most rockets have a major failure within the first five launches. Currently the Falcon has a 100% success rate, AFAIK, and so too did the Saturn V. (All failures of Saturn V launches, such as Apollo 13 were caused by other hardware in the payload.) That said, I think that comparing the Dragonrider and the Soyuz at this point is out of context, as the Dragonrider hasn't flown yet, and there is a whole lot more of a difference between a cargo pod and a crew pod that just seats and a LES. And for all that, I voted Buran. It isn't exactly a proper command pod in the sense I think you are referring to, but it stands as my favourite spacecraft of all time, and I believe had it not been for the Soviet economic collapse, we may have had quite contender against the shuttle. (Plus it has a much more interesting name than the dribble NASA seems to produce, "Space Shuttle" and "Space Launch System" to name a couple. I mean come on, you can fly the Blizzard Shuttle to obit by the Energy launcher, or the Space Shuttle with the ET+Stack.) Buran FTW. -N- -
Id say you should try to keep the part count lower than 75 for a single stage. That's way too much, especially for those of us who have crappier machines. I think you could probably lower it to about 40 parts, assuming you want all of the engines separate, if you could deal with a few separate ones and a large clustered engine piece then that would lower the partcount even more, possibly to ~20, depending on how many parts you want to compress into one. Just my take at least, either way, this looks awesome.
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LLL - Lack Luster Labs - Development Thread
Deathsoul097 replied to Lack's topic in KSP1 Mod Development
Hey look, a pretty accurate N-1 flight recreation! -
Realignment of the Mk1-2 Command Pod
Deathsoul097 replied to Derivative's topic in KSP1 Suggestions & Development Discussion
Agreed. Never had an issue with it, and it isn't supposed to "line up" with those other parts. They all have different functions and design purposes, and at least three of those are generally used as space station modules by the common player. (In fact, I think I normally use all of those parts except for the MK1 pod on a station.) Also, what's wrong with a-symmetry? I like it. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Deathsoul097 replied to rbray89's topic in KSP1 Mod Releases
Does the low res pack have volumetrics? -
Saving rocket so that pods are unoccupied
Deathsoul097 replied to Tortoise's topic in KSP1 Gameplay Questions and Tutorials
Nope. Sorry. -
Mod died. Thread Died. New Thread with new mod is linked to by my sig banner.
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[0.23.5] Hollow Structures & Hulls (Updated: 2014-04-09)
Deathsoul097 replied to Alskari's topic in KSP1 Mod Releases
Well, my laptop has 8GB of RAM, so that aint the problem, and yeah, things do smooth up a little in the editor after cycling the animations, but no dice in flight. -
[0.23.5] Hollow Structures & Hulls (Updated: 2014-04-09)
Deathsoul097 replied to Alskari's topic in KSP1 Mod Releases
This mod is awesome, but one hell of a lagfest. Interstellar, HSH (And dependencies), Hyperedit, and ATR puts my game on 5 fps. I can run afore mentioned mods (Excluding HSH) with B9, KW, Firespitter, and a bunch of weapon mods without a serious reduction in framerate, but as soon as I add Hollow Structures and Hulls the game becomes unplayable, and nearly unusable, even in the editor. 0.o I think it may be the poly count over the textures, as most of the parts are pretty detailed. -
[WIP] Aerojet Kerbodyne (Released Service Module Pack)
Deathsoul097 replied to blackheart612's topic in KSP1 Mod Development
Yay, thank you! Also, pretty decoupler is very, very pretty. -
[WIP] Aerojet Kerbodyne (Released Service Module Pack)
Deathsoul097 replied to blackheart612's topic in KSP1 Mod Development
As long as the Retro nozzles have an autofairing to make them at least look Aerodynamic, then yes, ABSO-FREAKIN-LUTELY!!!!! -
Hmm. bullet-proofed and bomb-proofed body armour and gas mask anyone? I use Thrird's "Murder Diary" to tell me the location of the next vict- I mean poster- in the future, allowing me to hunt them down with Third's machete, and body armour. Third: Yup. Machete wielding serial killer right there, with a phone that tells him where his victims will be when he kills them. EDIT: Crap, ninja'd.
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Luckily for me I have a jetpack, complete with Jango Fett style missile. Afore mentioned missile fired at next user.
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[WIP] Aerojet Kerbodyne (Released Service Module Pack)
Deathsoul097 replied to blackheart612's topic in KSP1 Mod Development
Can we have the LES built into the Shenron like the real dragon? -
Launch Escape Systems: 0.23 vs. 0.23.5
Deathsoul097 replied to Starstrider42's topic in KSP1 Gameplay Questions and Tutorials
I think that people could survive 14.5 Gs for half a second. I cant remember the exact number, but you can survive over 50Gs if it's instantaneous. If that 15Gs was for an extended duration, then I would agree with you. -
Yup. I plan on uploading my first proper vid soon, as my only video ATM is a 6 second solar panel test animation.