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Everything posted by Voculus
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[1.1.2] Eskandare Heavy Industries THERMONUCLEAR TURBINES! (1.0.12)
Voculus replied to Eskandare's topic in KSP1 Mod Releases
Many thanks, Eskandare! Top-notch work, and much-appreciated! -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Voculus replied to ferram4's topic in KSP1 Mod Releases
A thousand thanks, Ferram!- 14,073 replies
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- aerodynamics
- ferram aerospace research
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Is there a mod that you couldn't live without?
Voculus replied to Foxster's topic in KSP1 Mods Discussions
Without FAR, I'd hang up my spacesuit. -
Why does everyone care so much about IVA's
Voculus replied to OrbitalBuzzsaw's topic in KSP1 Discussion
Until you've taken off, orbited, and landed back at KSP with only this as your guide, you've never spaced, bro! -
I think the the missing piece of the puzzle is Better Atmospheres, but sadly, it seems to have fallen by the wayside. No other mod came close to producing the same visuals it did.
- 9 replies
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- astronomers visual pack
- planetshine
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Excellent news! You guys rock!
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Is using F12 (aerodynamic forces overlay) considered as cheating?
Voculus replied to EditorRUS's topic in KSP1 Discussion
It's a diagnostic tool. Testing model planes in a wind tunnel isn't cheating, either. -
I know the feeling of being burnt out. I have no life, and thus, 2000 hours of KSP under my belt. I haven't played seriously in a few months, but as soon as we have the Unity 5 update, I'm diving back in, with all the mods I've ever dreamed of, and no more OpenGL, which sometimes drags my framerate into the teens, with two 780s in SLI! Take a break, then come out of retirement, Sedativechunk!
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Helicopters rock, and this one is especially neat! Nicely done!
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What is your favourite sci-fi/irl spacecraft, and why?
Voculus replied to Asmosdeus's topic in The Lounge
How is it that I've been playing since 0.22, and have missed this thread until now? The one and only answer is the Enterprise! Specifically, the Constitution class refit. Designed in 1979, and based off of a design from 1965, she's a timeless beauty! Every contour and angle is without flaw. The white hull really sticks out, and makes it unique among other ships bearing the same name. Coming in second and third are the Enterprise D and Galactica, respectively. -
It's going to be alright, man.
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Great mod! Best of all, it works with cloud mods right out of the box!
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Why should i use spaceplanes?
Voculus replied to Gooru's topic in KSP1 Gameplay Questions and Tutorials
Why build spaceplanes? It's the journey, not the destination. Any Joe Blow off the streets can stack fuel tanks on top of each other, like a toddler stacking wooden blocks, and then let Mechjeb fly it to orbit. It takes practice and experimentation to make efficient and reliable rockets, and much more so for a 100% reusable spaceplane, particularly when they're designed to travel to other planets and back. In my mind, there's no effort more rewarding in all of KSP. -
This planet is too cool! I have to admit, I edited the CFG file to give it a breathable atmosphere, so I can tear across the dunes in jets. My only suggestion is that the sky should be a bit brighter. It's dark, like Duna's, and doesn't make you think of it being hot. Otherwise, it's great! Time for some aerial and wheeled exploration!
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Robinson R44, baby! No, it's not a very pretty ship, but I have an affinity for them, since I'm learning to fly them! I got a whole three hours under my belt!
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All I ask, is for the Enterprise-A, and a star to steer her by...
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Ah, got it. Thanks!
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When I'm in the editor, clicking on any KAX prop doesn't give me any options. It's simply a blank list. With AJE uninstalled, they'll work as normal. When in flight, however, I can right-click and manipulate them that way. I should also mention that I can tweak all of the other jet engines just fine, which is nice. There's another interesting thing about the KAX engines, which is tricky to explain, but I'll try. I can left-click them and move them about just fine, but when mouse-hovering over them, the name of the part to which they're attached shows up, but not the engine itself. I think it's related to the action-group issue I'm having. The editor thinks I'm trying to edit the engine's parent, and not the engine itself. Regarding the engine sounds and throttle, they too, will also work fine without AJE, but I'll make sure my FS is updated anyway. I admit I have a ton of mods, too, and I don't know if there's any shenanigans going on there. I'm going to try a second, clean install with the just the bare minimums plus FAR installed, and report back. EDIT: OK, with a fresh installation, my action groups are working an all the KAX engines, so I'll have to pin down the conflict on my end. As for the throttle and sounds, as best I can tell, AJE is definitely the culprit.
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Blowfish, thanks for your work on the KAX props. I noticed the engine sounds don't change with the throttle, though, and I'm not able to assign actions to any KAX engines in the editor. I've been on a rampage with prop planes, lately, and seeing these things perform like the prop planes in my other flight sims brought a tear to my eye! Awesome stuff!
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Three 1920x1080 monitors, running with Nvidia surround at 5760x1080.
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Your plane is awfully short. That'll make your plane prone to spazzing out, as you've seen. Imagine stretching it in length, and it'll point into the wind like a weather vane, with the stability you're looking for. Moving your front wheels back a bit toward the center of mass will help with the ground handling, but as narrowly-spaced as they are, and with the way KSP deals with wheel colliders not at 90° angles to the ground, it'll always be a bit tricky to handle. My favorite plane right now is a tail-dragger, and even with rudder pedals, it'll still get away from me from time to time.