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Arsonik
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Everything posted by Arsonik
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To Infinity and 1080P!
Arsonik replied to ShadowLessKnight's topic in KSP1 Technical Support (PC, unmodded installs)
If for some reason the in-game options won't display your desired resolution, simply navigate to your KSP folder*, find the config.cfg file, and edit the resolution lines to whatever you wish to use. Press Ctrl + F in the config and search for resolution, its a short way down from the top. These are the droi-... entries you are looking for..... "SCREEN_RESOLUTION_WIDTH = 1920 SCREEN_RESOLUTION_HEIGHT = 1200" * Example directory for a STEAM KSP install C:\SteamLibrary\SteamApps\common\Kerbal Space Program\config.cfg -
I would suggest in the absence of a mod for hiding GUI while recording to just play with your GUI options set to small and cropping your video when you render. You can use advanced navball to tweak the size of the navball independently of the rest of your GUI.
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Clarify conditions for using copyrighted material
Arsonik replied to jdcr's topic in KSP1 Discussion
I don't think the owners of these 500k+ views youtube videos, many which have been up for over a year, are worrying about it to much. I don't think you need to either. https://www.youtube.com/results?search_query=kerbal&search_sort=video_view_count -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Arsonik replied to stupid_chris's topic in KSP1 Mod Releases
Having the same bug. The nosecone on the top also converts itself from a 0.625 drogue to a 1.25m stock randomly during the flight. Happened every time I tried... four times? I had a quicksave right after mun transfer burn and it happened every time I made orbit around Mun. I gave up and returned Jeb to Kerbin and it also happened shortly after parachute deployment, fortunately I could land on the navball anyways. Craft File http://www./view/cj7j1c5hz2fr4rp/Mun_Lander_Proton.craft Mods List http://www./view/64q5kb2lvlav1gk/Untitled1.png -
Echo thanks for update. You also have module manager 2.1.5 included in the .zip file, however 2.2.0 is available already. Thanks again
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Even hyper-edit breaks off launch clamps when used.
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I'm planning on going the Danny route and just accept everything.
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using our combined knowledge for fun and profit
Arsonik replied to dgershko's topic in KSP1 Mods Discussions
Ever since MP was added to the planned features list I have stopped following MP mods. I don't want to spoil it for myself when it comes vanilla. -
Stock Supermaneuverability Aircraft for Newbies?
Arsonik replied to alter5's topic in KSP1 Gameplay Questions and Tutorials
You can get the tweakable everything mod... which pretty much lets you tweak... anything. By doing so you can adjust engine gimbals among other things. This includes setting basic jet engine to a 2 gimbal as opposed to 1. -
Stock Supermaneuverability Aircraft for Newbies?
Arsonik replied to alter5's topic in KSP1 Gameplay Questions and Tutorials
My step brother took the 100 torque 1m SAS's from Impossible Innovations and made "SAS Planes" or various sizes using the different B9 airframes. I'm talking 15-20ish SAS between the cockpit and the rest of the airframe. With the stock aerodynamics model he could "flat stall" and do 180s at full throttle from any altitude he still had intake air. I don't play with such 'cheaty' parts myself. But I know with FAR installed and enough torque from your engines you can acheive the same thing without intake spam. I made a twin engine (basic jet engine) design the other day that could do similar flat stalls and 180 spins at full throttle. -
Nice regex! I don't ever check Adon Development. I only browse showcase for mod updates and the occasional new mod. Thanks for sharing. Although I was pretty psyched when I found out you can force asteroids in my way
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Do you consider ions + massless electric systems an exploit?
Arsonik replied to Red Iron Crown's topic in KSP1 Discussion
I think all you nay-sayers can turn the physics back on for these parts in the part.cfg I would even do it for you but I don't think I'm allowed to redistribute stock parts. Good luck. -
If you install Real Solar System mod, track a bunch of asteroids, and then delete the mod.... The asteroids you tracked have a stable orbit similar to that of Jool around the sun. Have fun making asteroid fields.
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Not sure is sarcastic or dyslexic. Touche good sir.
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If you have FAR... (otherwise skip this) One easy way to half-ass it would be to just put your return Pe at around 38-40km, this should capture you into around a 1,000km-30km orbit. Then depending on your return vehicle, and how much re-entry heat you can tolerate, you can land on second approach with a much higher degree of accuracy (being captured at this point). Alternatively, raise your Pe back to 36-40km when you reach Ap for second pass. This will bring your Ap down closer to 300km once you hit the atomosphere again. You can safely deorbit without a heat shield attached on a Mk1 pod from an orbit roughly along those lines. Once again adjust your Pe to around 35km for third and final approach though or you perhaps might need a heat shield. This process take a very long time as opposed to a single pass re-entry, but I use it often. Especially early on in the tech tree when I often forget to strap on a heat shield... Oops. Once you're coming in for final approach though it can be very pleasant. Hit F2 and enjoy the ride. This kind of return trajectory tends to give you almost a full orbit while in the atmosphere. You will hover along at 40-20km altitude while slowly losing your orbital velocity. Probably catch a sunrise or sunset. Good time for pictures and snacks. Don't forget to decouple all of your hardware from the pod before you come in to final approach. And do make sure to keep your velocity vector aimed at retrograde... Your capsule will survive but your parachutes might not. The stock node attach parachute will probably burn up if you lose control. If you have Real Chutes mod, they seem a bit more resilient. I tend to use 2 radials (mod) as well as a node attached chute (stock) on the top just in case something like that happens. Also of note, it takes awhile in real-time, but Kerbin orbits are very short. So even with life support this is viable if you are just doing a quick Mun-and-back. 3 Orbits should happen in roughly 1 kerbal day I believe. I used this technique in a new game last night and the whole mission time was less then 3 days IIRC. That was a burn from the pad straight to the Mun. Science and return. No dicking around on the surface of the Mun.
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We would have to harness a great deal of the energy form known as "magic" in order to make this work. From my understanding, if you have enough access to magic, this is theoretically possible.
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I assume the OP is talking about dropping one booster at a time and letting the engine gimbal somehow account for the massive shift in CoM. I would like to see a picture as well.
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I was of the impression we were talking about on the navball, I don't think many people use maneuvering nodes for docking.
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It is yellow.
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If they are a part, then I hope we can edit them functionally the same way we can all the current parts. Rescaling, change mass, add resources, etc.
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n-body physics? We don't even have 2-body physics!
Arsonik replied to Whirligig Girl's topic in KSP1 Discussion
I came into this thread with the perspective that the current system is fine. But if everything Dragon said is indeed true.... Well, then I can say I agree with him. It seems like some people are afraid to admit they were wrong and instead want to debate the semantics of things like "where the big line is drawn". All of the stuff that would "trouble new players" is a joke. Most people launch a ship, don't finish one orbit, and then blast off at the target. Station keepers will have challenges to keep up with, that's about it best I can see. Other then that there are the claimed new game play options it brings as well as resolving several technical shortcomings of the game and fixing bugs. It's more then just Lagrange points. -
Which would you rather have FIRST?
Arsonik replied to agentexeider's topic in KSP1 Suggestions & Development Discussion
I don't mean to come off as a dick but.... COME ON!!! Don't see the point? I mean you really just sound antisocial. I am as much of a recluse as you can get. I have a small base of close friends. But I'm not antisocial. I can already tell you that even if you are only directly interacting with another person [in KSP] 10% of the time, that's BETTER then 0%!!!! Voice over IP, a chat box, anything to add more life to to game. And if I wanted to blow up other peoples ships... I wouldn't because space combat games are terrible. Maybe I want to roleplay a real space program with close friends? Maybe space station building is my thing, thats all I do? Honestly thats irrelevant. But I could think of a dozen things that you can do with multiplayer that you can't without it. Without even trying. Now, YOU may not enjoy those things. But lets try not to be subjective about this. As best as I can see it, adding new places to go to doesn't add much of a dynamic to the game. Just more of the same. An honest poll of general forums will reveal to you the majority of the people here haven't even been to all of the stock bodies. But without even starting a poll I can tell you 100% of the people here have internet, which means they can access multiplayer if it is implemented. From every aspect I see very little advantage to adding new planets or star system(s), as opposed to multiplayer. Finally I just want to clarify that there are other things I want more then either of the two options in the poll! And don't get me wrong, I would LOVE to see a new star system! But objectively it doesn't really add anything to the plate. These are just some late night ramblings so I apologize if I come off a bit of a dick. Quoting the guy below me. Hey SQUAD, start a kickstarter for an expansion implementing this kind of complexity after you ship the full game out. Provided its possible in the current game engine, I can't imagine many people here NOT backing that. -
Which would you rather have FIRST?
Arsonik replied to agentexeider's topic in KSP1 Suggestions & Development Discussion
I want multiplayer. Mods are already pumping out more star systems then I can shake a stick at. But I can't reliably do multiplayer in any form. The last time I checked in on KMP you couldn't have two players within 30km of KSC, not to mention the utter lack of stability. Ya, I wan't multiplayer. I'm pretty sure the only thing that would be more epic then watching a stream of Whackjob launch his latest blasphemy, would be to watch him do it on the launch pad while Moar Boosters is taking off with his newest disaster from the runway. Some people use to crap in holes in the ground. Some still do. Don't see the point of the analogy. Lan/IPX/TCP/IP have been around for decades now. Heck, some people still connect to the internet via telephone lines but thats not a very compelling reason for Comcast, Cox, AT&T, etc., to pack up and shut their doors. -
Explain Science Like I am 5 Please.
Arsonik replied to engraverwilliam's topic in KSP1 Gameplay Questions and Tutorials
Sorry, I couldn't resist. Bill Nye will explain science for you http://www.wimp.com/wisdomnye/