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metl

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Everything posted by metl

  1. I had to vote no. Not because I am against DLC. I would pay for DLC for this game for sure if the content was worth it. My no is to the specific question of if I want a realistic dlc. Personally, I do not "want" one. If one was released, I would certainly try it depending on how complex it was. RSS/RO is a bit too much for me. Admittedly though, I hate the stretched graphics that look terrible because of it and since I know very little about real rocketry, the learning curve is just too steep. If those issues were address in an official DLC, then I would probably buy it.
  2. I find myself having the same question. So its a hollow adapter with a built-in decoupler on the top. I get that. But how exactly is it used? Does the payload go IN it or ON TOP of it? If it goes inside, does it seperate from the inside or does that require another decoupler? If it goes on top, how is that different from a normal decoupler? I commend the work as it looks like a nice part. I just don't understand what it is used for. (not a rocket engineer irl, only in KSP )
  3. I did a completely clean re-install. With zero mods, I can get maybe an hour of play on the x64 version before a crash. I decided if it was going to crash anyway, might as well load up on the mods! It didn't change anything. Lol. For the first 8 or 10 hours, I just dealt with it. Now I don'tt even bother. I'll just wait for the next update to play again. I answered the pole in relation to game-breaking bugs like CTDs, or other random issues like with the wheels which can completely ruin a craft when it wonks out. But yeah, I can see how people thinking wobbly craft are from bugs could skew things. I was really just referring to several posts I've seen where people are complaining about the frequent CTDs or other bugs and inevitably there will be others claiming how the game is not buggy, despite the obvious evidence to support otherwise. But hey, if they're happy, good for them.
  4. You know what cracks me up about the whole "frequent bugs" issue? Is the amount of people that probably voted saying they hardly ever experience bugs, yet will admit their game crashes two to three times on average in any given day. ... What? Those are frequent bugs! Just because you choose to continue playing through the constant crashes doesn't mean they don't exist! I miss the stability of 0.90, but it sucks giving up all the benefits of 1.1. Maybe I'm just disheartened by the notice of yet another dev (HarvesteR, who is a little more than just another dev, the freaking father of this project!) leaving , but it seems that since 1.0 launched, things have continually went down hill. I don't hold out much hope in KSP receiving too many more updates. At this point, I just hope they fix the wheels and the majority of the crashes.
  5. It is a really cool feature, but without the ability to manipulate them inside the craft, it doesn't serve much use. Hopefully they build on the feature and actually require IVA to move between parts instead of just an instant transfer.
  6. I have to agree with you. I've never noticed any issues with drag by not using service bays and so I really never use them. I do like some of the ideas here of putting probe cores in them. I'm not sure why I haven't thought of that other than I just usually design using fairings in mind instead of trying to put a probe in-line in the middle of the ship.
  7. Thank you Squad for allowing us peasants the ability to test with the best! I can't wait to start digging into 1.1!
  8. I'm diggin the idea of this mod. I wouldn't get too wrapped up in providing an astronomical list of potential materials. I would keep it realistic and simple. Aluminum, steel, plastic, titanium, maybe gold or ceramic. I wouldn't go too far overboard with that aspect. You'll start running into situations where the differences will be negligable and there will always be the O.P. material. The more you add, the more difficult balance becomes. I can't wait to see this in 1.1. The only thing I would add would be that anything other than steel would need to be researched first in some way.
  9. Brilliant concept. I am going to be playing around with this for sure.
  10. I commend your efforts to try to put some of these concepts into more layman's terms. While "miles per gallon" may not technically be correct, both MPG and Isp symbolize the efficiency of the engine. Good read.
  11. This is one more reason why i love this game. Forced to actually learned something and not just given a free entry. Squad rocks.
  12. Cool concept. It would certainly help with those landings when it is really difficult to tell where the ground is.
  13. These look like they would go great with Professor Phineas Kerbenstein's wonderous vertical propulsion emporium [url]http://forum.kerbalspaceprogram.com/threads/74625[/url]
  14. I might try that. I didn't think ATM did anything now that the textures have all been hanged to dds.
  15. [quote name='FCISuperGuy']I run a similar amount of mods, and I haven't had any crashes since 1.0. Please come back... 1.0.5 is awesome![/QUOTE] You are having better luck than me then. I run with roughly 35 mods (mostly plugins like KER, KAS and KIS.) I can't run many visual enhancements or I hit the memory limit within one or two flights and crash out, EVE is out of the question. With OpenGL I can use EVE and a few others also, but then I have a weird bug in the tracking station where nothing is in the right place and scrolling causes everything to move, but otherwise OpenGL runs smooth. If anyone knows a fix for that, I would be grateful. So memory improvements? Not really unless running stock.
  16. Without Max, who will represent KSP? He is the voice and face of Squad
  17. I had that problem. I had no idea it could be fixed. Sweet!
  18. Would some Linux users weigh in on this? I've been tempted to do an ubuntu dual boot install just to run 54. Is it worth it? I've heard the performance is still bad, there just isn't the memory crashes.
  19. I just tried one of these and it caused extreme lag to the point of crashing my game and I can't figure out why
  20. Was using CKAN. Shame on CKAN! Lol. Thanks for the quick fix. I shall give it a try.
  21. Using physics time warp did have an impact and improve the stuttering. The slowdown in game speed though was extremely apparent when on EVA to the point of making EVA a fight to control due to the delayed response rate.
  22. I tried reading through as many pages as I could to see if this has been asked and answered, with 42 pages, I think I'll just mention this. Whether I use a concrete slab or not, any time I deploy my base, it eventually all explodes. If I switch to the Space Center or other out of range vessel, and return, parts go poof. If I time warp parts go poof. The only time I get no splodeys is even I never leave the area or time warp in any way. Not exactly a fun way to play... A shame too because the concept is really awesome and a blast to play with.
  23. Now that is a well crafted beginners guide to orbit!
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