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Everything posted by qromodynmc
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Who can make the best planes in KSP
qromodynmc replied to Kerbal Nerd123's topic in KSP1 The Spacecraft Exchange
I built this spitfire while ago, it's really looking like one but i was lazy enough to dont care about elevator and rudder, used standart wings on them. -
Landing gear can't wait for 1.2, needs bandaid.
qromodynmc replied to cephalo's topic in KSP1 Discussion
C'mon guys, calm. -
Landing gear can't wait for 1.2, needs bandaid.
qromodynmc replied to cephalo's topic in KSP1 Discussion
Yeah i have serious doubts about ksp flap system. -
Landing gear can't wait for 1.2, needs bandaid.
qromodynmc replied to cephalo's topic in KSP1 Discussion
I know it increases lift but fixed angled wing seems more like a loss to me, I'd rather to use flaps but that's just me -
Landing gear can't wait for 1.2, needs bandaid.
qromodynmc replied to cephalo's topic in KSP1 Discussion
Btw, i wonder why you angled that wing? it'd only cause to drag. -
Landing gear can't wait for 1.2, needs bandaid.
qromodynmc replied to cephalo's topic in KSP1 Discussion
To be honest, in 1.0.5 wheels were simple static objects that didnt care about force or mass. They are not acting properly in 1.1.3 either. We need to find middle way of this. (still i dont think they are useless, Im still making lot of planes every day) -
Landing gear can't wait for 1.2, needs bandaid.
qromodynmc replied to cephalo's topic in KSP1 Discussion
Yeah that's really annoying. -
Landing gear can't wait for 1.2, needs bandaid.
qromodynmc replied to cephalo's topic in KSP1 Discussion
I'll check it out. Look, in your original craft control surface is just above wheel, do you know what that means? whole pressure is going over wheel, and those wheels are really really sensitive to mass. Here is a quick fix, just add canard or control surface, this will make your craft extremely stable and easy to use; I moved ailerons to ends, just for cosmetic, i cant stand to aileron just in the middle of wing Also, assing roles to control surfaces; Canard is for pitch, aileron is for roll. -
Landing gear can't wait for 1.2, needs bandaid.
qromodynmc replied to cephalo's topic in KSP1 Discussion
Veering probably caused by those fixed wheels, they are extra sensitive to everything. -
Landing gear can't wait for 1.2, needs bandaid.
qromodynmc replied to cephalo's topic in KSP1 Discussion
Add a canard, currently control surfaces are way too near to landing gears, putting all the pressure over them. -
Landing gear can't wait for 1.2, needs bandaid.
qromodynmc replied to cephalo's topic in KSP1 Discussion
It's kinda weird but 1.1.3 made my planes little wobbly, they are really heavy but i built them in 1.1.2, they were fine. Still it can be fixed, just needs bigger wheels. -
KSP has unrealistic/distorted 3D rendering
qromodynmc replied to thereaverofdarkness2's topic in KSP1 Discussion
You can change field of view with alt+mouse wheel. When you reach to minimum value, it looks like what you talked. -
KSP 1.1 onward micro freez High CPU usage SOLVED
qromodynmc replied to dziki0022's topic in KSP1 Discussion
Svchost is really big problem in windows 7 these days, True problematic service is actually windows update, Maybe it's just me but i kinda feel like microsoft intentionally making some tricks with it. Im myself using windows 10 but my two friend using windows 7 and both has problems with win update. -
[Plugin][See active fork] B9 Procedural Parts Modified
qromodynmc replied to 01010101lzy's topic in KSP1 Mod Development
1.1.3 works fine right? I'll try it. Btw just wanted to ask, Is there any way i can disable auto black texture on under wings? -
1.1.3 Hype Train: Branch Line Edition
qromodynmc replied to Whirligig Girl's topic in KSP1 Discussion
This update will be full of bugfixes, not anything else, right? -
He said he wont buy a Pc, obviously our guy is not homo economicus. As for you mate, Clock speed is very very important for Ksp, You should look for highest clock speed while keeping cpu generation new enough. Gpu's matter but, not that much.
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Kerbal Space Engine - how hard would it be?
qromodynmc replied to MircoMars's topic in KSP1 Discussion
Well, Cd Projekt Red made their own engine after Witcher 1, they were pretty small team too and i suppose they sold less games than KSP. Still I dont know if it's worth to make another engine for KSP, Overall target audience is kind of small. -
Eve, because when you go there, you wont be coming back for a while.
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If i have to put some meanings on all these; Ksp is probably evolving into next stage, it'll get updates, with less features but more bug fixes. What do we have left to add? 1.2 will be big and nice update after all, with pbr graphic upgrade, maybe we'll see clouds and pretty lighting effects, we'll also get antenna upgrade. As for 1.3, i dont know. Some dev started to work on multiplayer long time ago but i think it's abandoned. Anyway, i have no doubt about other devs, they'll do their best to make ksp flawless and best.
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You can move the whole craft in VAB by holding shift and dragging
qromodynmc replied to THX1138's topic in KSP1 Discussion
This and alt+left click to duplicate. These are made my life easier. -
Landing gear can't wait for 1.2, needs bandaid.
qromodynmc replied to cephalo's topic in KSP1 Discussion
Sorry, one day late. ^^ I came back to my home and quickly opened KSP. I never use fixed gears on my planes but for you i tried them on my other planes. Firstly, i dont think other gears broken or problematic but fixed gears are weird, i accept that. They turn to left or right for some reason, sometimes they dont. They are not really reliable in my eyes but they still work, especially if plane is light. My first two prototypes are simple lightweight planes, one is 3800kg (or pure 3800) very easy to use basic jet. Second one is using bit weird gear configuration but it is still capable of flying, especially good at low speed thanks to wing configuration. Third plane is my tanker design, it was 90.000kg but gears werent capable of handling the weight, this is probably main reason of problems, fixed gears dont carry much, because of this they love to explode when landing, pressure is really high if you land more than 5ms vertically. Anyway i dropped weigh to 44 ton, at this weight there was no problem with usual landing and takeoff, but it'd still explode if i land too steep. Lesson i learned from this experimens, fixed gears are very limited when carrying weight, but if you use many of them, they'll work. -
Landing gear can't wait for 1.2, needs bandaid.
qromodynmc replied to cephalo's topic in KSP1 Discussion
I'd but im out of city for few days, but mark this somewhere, i'll try to send them at 08.06.2016. -
Landing gear can't wait for 1.2, needs bandaid.
qromodynmc replied to cephalo's topic in KSP1 Discussion
Im really having bad times to understand how people cant take off or land with current gears, smaller fixed ones are fishy but even those are not unplayable. Im really plane guy and i design planes from 1ton to 200 ton, i just dont get all the fuss. -
Clouds in stock KSP
qromodynmc replied to justspace103's topic in KSP1 Suggestions & Development Discussion
I really want clouds and as far i remember squad wants to add some graphical enhancements in 1.2. I hope they can find proper way to generate clouds because current cloud mods unnecessarily force gpus. -
They are all same in my eyes, i just care their job (eng. Or pilot) when i play career.