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Arsonik
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KSP2 Release Notes
Everything posted by Arsonik
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To the people concerned about control scheme for PS4. Bear in mind my last console was my PS2. Buttt..... even my PS2 supported a keyboard via usb. I used it to enter hex-codes and custom game labels for gametiger all the time I believe PS4 has native keyboard/mouse support. And why wouldn't you be able to use a joystick, or custom controller?
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[1.0.4] Instell Incorporated Experimental Technologies
Arsonik replied to 8bitsblu's topic in KSP1 Mod Releases
Just wanted to pop in here and say I am still planning on doing some highlights of the parts in this mod, if anything for my own amusement. I pieced together one or two videos I wasn't happy with a week or two ago and my joystick has since took a dump on me. That's managed to put a cramp in my desire to play any KSP. So, whenever I do get back into the swing of things I will still be planning on some highlights. Cheers -
Well, Stock fairings are in a different class from KW and Procedural Mod as well than (Purely top-mounted). It is obvious that using the stock fairings for inter-stage was not intended. I guess I could be wrong here but that is my presumption.
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While procedural fairings may be the most eloquent solution, I always enjoyed building with KW fairings the most. I haven't used them in ages simply due to the necessity of downloading the whole KW pack just for the fairings. So I tend to use Procedural Fairings mod. If I were to rank them in form/function using an arbitrary ranking system I just came up with I end up like this... Aesthetics: 1. KW 2. Stock 3. Zero-Point //&// Procedural Functionality: 1. Zero-Point 2. Procedural 3. KW 4. Stock Total: 1. KW (4) / Zero-Point (4) 2. Procedural (5) 3. Stock (6) To be fair Stock is the newest implementation of fairings and so it has the hardest time competing. The other mods have been around a long time. They had the luxury of being developed in an environment where there were no aerodynamic effects of using them. In fact you were only penalized by adding dry mass for aesthetics. As FAR became more popular they had the added luxury of being able to develop for that environment naturally as ferram implemented it. Given some time and patching I am sure Stock will become much better. I don't consider the Stock fairings to be bad. But they are the worst of all options at the moment (IMHO). I have been using them anyways simply due to the convenience of no longer needing to get mods for fairings. I am sure many are like me in that respect, and so they are more outwardly opinionated about fairings because they want them to work up to their expectation. Even though there is an alternative, some people just want to jump in and play and not have to worry about mods so much. Now that fairings are somewhat required, an expectation of them working excellent is somewhat understandable. I would like to see a best of both worlds implementation. Procedural fairings mod functionality should be the default behavior in stock. There should be "advanced mode" if you want to manually shape your fairings. 2/3/4 part fairings really need to be a thing either way in my opinion. Alternate skins would be GREAT. Fix the bugs!!!!! At the end of the day I would have rather gotten KW style fairings as I feel they are more in-line with the theme of the game. I respect the decision to go with procedural as long as we can get them in working shape soon!
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There is a whole category of players here on the forums that have spent a lot of time manipulating bugs like these to make physics-breaking propulsion units. How about uploading the craft file? I'm not personally interested, but I'm sure many people would love to have a look at what is going on.
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If there were no limits - what would you make?
Arsonik replied to Foxster's topic in KSP1 Discussion
I tried to do the Galactica thing when the B9 HX parts first came out. It sure seemed possible but I gave up quickly due to clipping bugs and reasons. -
Had this happen the other day. Right after I fixed the launch clamps appearing near the craft after reaching orbit. I haven't played since then. I've been putting up with bugs for over 1400 hours in game. SQUAD decided to call it 1.0, not me. So it is fair for my expectation to be a complete working product.
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Ha ha. Rover brakes need to be a lot better. [It's a bug actually]
Arsonik replied to cephalo's topic in KSP1 Discussion
How about setting the configs to read only? Might this work? -
I've had the laggy KSC screen for a few versions now. I mostly attribute that to my video card being a dinosaur (GTX 285). But lets be real I play GTA 5 in full online servers at ~50 FPS. Kerbal should be peanuts. I have noticed a 'bug' with right-click menus causing extreme lag. However I think that is a bug with tweakable everything or tweak scale. I can't say for sure without testing for it. I mostly notice it in the VAB when I'm adjusting wheel bases.
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Memory leak & Memory cap Crash to desktop workarounds
Arsonik replied to Samlow's topic in KSP1 Discussion
Charge you $25 for DLC that fixes it. Or make you wait until it is fixed in Call of Duty 15 Modern Warfare 7 Ultimate DLC Bundle Pack -
Many players, myself included, have seen this before. Not your screenshot, but this behavior. It isn't uncommon for some glitches involving part clipping or low quality terrain and landings to send parts or kerbals flying off at many times greater then the speed of light. Search for threads that talk about "Karken" and you will probably find a lot of info pertaining to whatever you did to cause this
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It doesn't matter much what the tourists want if no agency can afford to host them for pennies and nickles.
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[1.0.4] Instell Incorporated Experimental Technologies
Arsonik replied to 8bitsblu's topic in KSP1 Mod Releases
Good luck on finals -
[1.0.4] Instell Incorporated Experimental Technologies
Arsonik replied to 8bitsblu's topic in KSP1 Mod Releases
Can't wait to check this out! I'll report back later on tonight when I've had some time to play with it. Oh well obviously I'm not using these planes for Kerbin Orbit . I have much more practical SSTO(s)/mini-lifters if I wanted to do a crew transfer or something. When I was previously talking about speeds earlier, I'm just sharing my experience. Experience flying for the purpose of speed. Not to reach some arbitrary destination I've got over 1300 hours in Kerbal. I can do orbits, I just don't have experience setting up planetary transfers while I'm still at 40km above Kerbin ha! Speed running to KSC-2 and simply flying to set new speed records has been the most fun I've had in KSP for several updates. Most of my inspiration for applications of this engine come from this tube video that someone shared on these forums last year. I wish I could give credit but I just don't remember who shared it. It's in my tube favorites and I like to watch it from time to time when I feel like making something really fast -
[1.0.4] Instell Incorporated Experimental Technologies
Arsonik replied to 8bitsblu's topic in KSP1 Mod Releases
We are talking about direct transfers to other stellar bodies right? Like Kerbin -> Jool without making orbit in Kerbin. I haven't actually done it in practice, I just know it would be relatively simple enough to do since you can kick a plane out of the Kerbol system with a single scramjet. So, are you saying that if you do the maneuver perfectly that you could enter say Duna with a low enough orbital velocity to circularize on say 500m/s? I do have a jet with 700m/s dV once all the liquid fuel for the jets are burned up. The main reason I haven't given it a shot was because I assumed orbital velocity would be to high to circularize without giving it a second thought. -
[1.0.4] Instell Incorporated Experimental Technologies
Arsonik replied to 8bitsblu's topic in KSP1 Mod Releases
Yes, you can reach solar (or kerbolar?) escape velocity. Not just talking about Kerbin here. I think that kicks in roughly around 6km/s. SSTO to Jool is definitely a possibility with the right launch profile. Eve isn't out of the question either. Duna atmosphere probably isn't going to cut it for an aerobraking maneuver... Aside from 2 or 3 planes I've also tinkered with a small 2 stage design that just uses LFO to accelerate up to speed and then a Mk 1-2 Pod with a 2.5m (tweakscale) precooler and a ramjet. All inside of a fairing for my convenience of course. I don't think the engines are 'overpowered' per say. I think it would be better to say that the heat models are to forgiving. You don't even need new cooling parts. Just use precoolers for your Liquid Fuel/Intake. Don't even use the normal 'nose-cone intakes'. If you must, use the new one. It has the highest heat tolerance. If you are having problems with explosions, you're simply flying to low. You won't get engine cutoff from intake air until 40km+ **with the scramjet**. That might be a bit overpowered. I've been having a blast just going for speed records.. Anyone interested in a challenge? Fastest to KSC-2? I managed 12m20s including takeoff and landing on my first and only try. Its a lot of fun to play with. The scramjet(s) that is. -
While I initially was loving service bays while using them on a stock career game mostly for rockets.... Well, since I've started Sandboxing out planes again I've decided against using them for the very same reason others have stated. While most parts handle clipping fine, service bays do NOT. The tiniest little amount of part clipping and your boned. As soon as you open the bay, the shakes stop. When you closed the bay, they start again. Not a huge problem except for the lack of a service compartment for Mk1 size planes. I have nowhere 'good' to stick TAC-LS, batteries, etc. So I've been reduced to Mk2 + planes only for now.
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[1.0.4] Instell Incorporated Experimental Technologies
Arsonik replied to 8bitsblu's topic in KSP1 Mod Releases
@8bitsblu Tested this with FAR last night and the functionality was more or less unaltered. I imagine the atmosphere is similar enough at 20km + that it has little effect on performance. In fact, FAR atmo is even easier to accelerate through now then 1.0.2. It feels more like 1.0 atmo. Just with aerodynamic failures and more explosions. More is less. Half the engines for the same performance. -
[1.0.4] Instell Incorporated Experimental Technologies
Arsonik replied to 8bitsblu's topic in KSP1 Mod Releases
Hey now, nobody died, ok? It isn't bloody YET.... -
[1.0.4] Instell Incorporated Experimental Technologies
Arsonik replied to 8bitsblu's topic in KSP1 Mod Releases
Great stuff! I got a Mk2 Ravenspear-alike craft up to over 6km/s before fuel ran dry just a few minutes ago. Top 4 Screens should be of the craft http://steamcommunity.com/id/4th3ist/screenshots/ Ya this is a little overpowered but hey I am really having a ton of fun with it. Overheating is definitely an issue, but manageable. The only things I burned on the flight I mentioned was 2 winglets and 2 circular intakes. The body is all Mk2 with 2 precoolers for each engine more or less.