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I_Killed_Jeb

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Everything posted by I_Killed_Jeb

  1. The mach and re-entry effects are very nice looking to me. Same for some of the old rocket parts, esp. the orange tank. That's a real KSP classic in my book, hope it doesn't change
  2. In 1.0.5 I found that dihedral wings actually decreased stability, esp. roll stability, at any trans-sonic speed. Dunno yet about 1.1, waiting for the next hotfix before jumping in
  3. What I actually would not mind would be some crazy uneven bumpy terrain to the left of the runway as to make the T1 runway seem flat. Then we can use the terrain to test our rovers.
  4. I wonder if this has to do with the symmetry fixes. I recall some posts here saying that symmetry placed wings juuuusst a little off sometimes
  5. I agree, I'd like to stop needing to stick probe cores and/or landing gear on my planes.
  6. Nobody on the forums is preventing Squad from doing anything. Calm down.
  7. Because they made it "mathematically flat"
  8. No man, I haven't ever, in my multiple years and 500+ hours of playtime, ever even looked at the IVA controls. I've further never ever tried to build ships using high visibility crew modules to make the experience easier. I've certainly never heard of mods that enhance IVAs either.
  9. That's not broadly true though, you can plug Oculus in and have it work with Steam VR
  10. In fairness it seems more akin to buying AMD or Nvidia for your next graphics card
  11. No shut up I can quit whenever I want
  12. Not sure why the VR would take significantly more resources considering everything on your monitor is being rendered just the same. The only necessity would be 90fps but you can probably get away with 45. I'd be ok with that too!
  13. With the launch (sort of...) of both the Oculus and the Vive, I think it'd be incredible to play KSP in VR, whether it be in normal external view (oooo 3D rocket plumes blasting in my face) or in IVA view (holy grail imo). I'm sure it's not on the roadmap or anything, just think it'd be amazing Edit to add: Not to start that whole DLC controversy again but I'd legit pay again for such an experience.
  14. that's funny, moments like that made me install KJR
  15. I don't have that mod so don't know what you're referring to I'm afraid, but if anything, 1.25 has the best engines in the game - the nuke (highest ISP), the vector (highest gimblal, thrust-to-size), rapiers...
  16. Why do you assume people want autopilot
  17. My kerbals are perpetually in chimp mode. They dare not complain.
  18. That's just... like.. your opinion, MAN
  19. I strongly recommend using precisenode, you don't ever have to fiddle with mouse control for nodes
  20. Something you can consider is this - take your favorite MK2 design, and write down payload (all non fuel parts, incl. cabin), fuel, lift, and number of engines. Build up your Mk3 plane core, just the cabin and payload. Then scale up the wing, fuel and engines a proportionate amount. Works quite well with some tweaks here and there.
  21. It also saves partcount, which is a big reason I do this. Only drawback with this specific part vs. the fatS tail is heat tolerance but it'll re-enter on kerbin fine with a little care
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