-
Posts
795 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by qromodynmc
-
I had a kerbal&pod rescue mission yesterday, i thought i could make a robotic arm to grab pod and rescue that way but for some reason claw didnt grab the pod, am i missing something? i managed to put it inside cargo bay using rcs thrusters but my next contract is about rescuing pod from mun surface, i donno how i can do it if claw wont grab pods.
-
Today's events were bit crazy. I wanted to do some simple contracts at first, i saw a contract to expand my existing mun base so i thought why not? i was bit naive to think that landing near the existing base would fullfil contract. Except it wouldnt. So here is the list of events. I had to put existing base on orbit because there was no way i could dock to it on land Unfortunately both parts of old base and new addition didnt had rcs thrusters, i often dont use it unless i know im gonna dock something. I managed to dock both bases by simply getting closer and closer very slowly then targeting docking part spesifically. it was hard. now that i docked, one would think hard part is over. it wasnt. I had to land it back on mun! you'll see pics of bases so you can imagine all the pain i had. base was assymetrial so i thought maybe i could manage to land if i only use central engines, idea did work but they were barely powerful so i kinda made suicide burn (and several f5 presses) Sacrifices were made. at the end everyone was safe! base too, except few solar panels. Contract completed!.
-
I've worked on one of my recent weird ideas. It's quite simple on paper actually, i made a plane with very balanced col/cog, then added piston to push partition of wing to flip center of lift balance so plane falls on it's behind. It did work well most of the time but im having bit of problems when landing mostly because im a bad pilot.
-
Failure is part of what makes ksp fun, and sometimes it's even funnier than success :)) Anyway, sometimes i record my fails and share, here are some;
-
I have two separate saves, one for creating replicas and my own designs, one for career and rocketry. İn my plane save i don't mind clipping but i still care about not putting two engine on same place or squishing fuel tanks in tiny space, in my career save i strictly stay away from clipping cuz i kinda find it bit cheaty. I wouldn't judge anyone who does it tho. My main reason to use clipping is purely visual.
-
around 25 mod, mostly part mods since i like making planes with wide variety of parts. Though amount of mods i have are limited by my 8gb ram, if i install one or two more it'll become unstable.
-
I know it'll sound hilarious but when i made my first plane in ksp, i directly aimed towards mun and fired my engines. After getting stuck in atmo, i was curious about why couldnt i go to mun. Then i realized this game wasnt just a random arcade game, and with jets i wouldnt be able to go space. I didnt know lotta about space back then and certainly misunderstood some concepts but those were the fun days, especially crashing to mun with craft going at very high speeds were quite the achievement for me.
-
i've lost my old screenshots but from my old posts; i always loved building planes in ksp, it was actually the reason why i started playing ksp. After almost 7 years later, im about to reach nirvana.
-
I've been working on rescue plane for my kerbals who return from space. Made some very awkward designs and finally today i made something i really like; my requirements for the job were; be fast (supersonic, fast as much as it can do) land on sea and take off from sea, easy to use, easy to land, rescue least 4 kerbal, and look good. We've achieved everything we wanted. There's a minor issue with it though, it's not very fuel efficient. But that's minor as i said because i can take quite a lot fuel if i wanted thanks to being able to take off conventionally, stol or vtol. It's really versatile plane overall.
-
Mods are real trouble, even though unity engine is problematic when it comes to physic performance, mods are even worse. Most of them won't use resources properly and reduce overall game performance.
-
I've sent a science drone to Eve. It's been a quite journey to build one, i kept forgetting some important stuff and took me a while to complete all; It has folding wings to fit better in fairings. Did fair bit amount of testing on kerbin, found out landing gears were faulty so i've changed them. Even though i wanted it to be small, it was quite big. i could make a drone with way less amount of wings for eve atmo, it's really easy to fly in it but i wanted to make sure it's easy to land and take off. İt can land around 28ms, which is quite slow. Too damn many stuff in there.
-
Performance. There's a solution for most issues, lack of something etc but performance is just sad potato. It's so heavily dependent on CPU but it wont fully use cpu either, most of the time my gpu stays on idle, cpu goes around %30s. I think multicore performance is bit better compared to old versions but still problematic.
-
As far i played ksp, swing wings dont really work like they should in ksp. Im a far player for years, i've made swing wings with infernal robotics and now stock robotic parts, for some reason when you move wings via robotic parts, they create extra drag so they actually slow you down even if you increase swept of your wings. Though i must say i havent tried anything recently because they're very fragile and have very little gains over their costs, one of the very few gains is they actually move your lift so it can make landing bit easier. They do look super cool tho, i admit. Here are some of my swingy swongy planes Tomcat is made with stock robotics and new feature which helps you to have individual part collisions.
-
Its always nice to see fellow turkish people in ksp forums, though i wonder why did you put your name into topic name?
-
i summon the only guy i've talked on forums, @blackheart612
-
Is there any good mods that make ksp beautiful
qromodynmc replied to WumboJumbo's topic in KSP1 Mods Discussions
Spectra was overall good mod for graphics, since ksp 1.9 has really good ground textures, spectra should make it even better looking game. Make sure you have scatterer with it since it's the biggest game changer, i sometimes run ksp with scatterer only and it single handedly looks amazing; Then there's textures unlimited mod for metallic and shiny textures but i dont think it's not mature enough to install.- 3 replies
-
- shaders
- texture pack
-
(and 1 more)
Tagged with:
-
i'll send it via message
-
Today first started with a new sea rescue plane for career mode; it has quite good flight and landing characteristics and fairly fast, though merely a mach1 but pretty good for seaplane. then i started playing with some tanks i made; it was pretty fun today
-
Probe control is kind of strange when you think about it
qromodynmc replied to Xavven's topic in KSP1 Discussion
I think having no delay is for gameplay purposes, surely someone can make mod for it if they desire. -
[KSP 1.12.2] Physics Range Extender v1.21.0 (04 Sep 2021)
qromodynmc replied to jrodriguez's topic in KSP1 Mod Releases
Yeah i encountered it both on kerbin and minmus, havent tested on other planets or moons yet. -
[KSP 1.12.2] Physics Range Extender v1.21.0 (04 Sep 2021)
qromodynmc replied to jrodriguez's topic in KSP1 Mod Releases
Uh, sounds bad but it hasnt caused any trouble for me yet so i'll keep it that way till it's all good. For reproducing; have a landed vehicle somewhere outside your physic range, then launch another vehicle and go towards that landed vehicle, when it's inside your physic range PRE switches to landed vehicle then switch back to current vehicle, while all these happening, landed vehicle starts exploding. -
[KSP 1.12.2] Physics Range Extender v1.21.0 (04 Sep 2021)
qromodynmc replied to jrodriguez's topic in KSP1 Mod Releases
I do have the same issue, when i get closer to my base on minmus they exploding, plus there was a weird issue where PRE wouldnt let me switch back to nearest objects. Maybe it's not all PRE's fault since i have tons of mods together but eventually i fixed my issue by setting this value to FALSE; I dont have what exactly it does but it fixed all of my issues, dont mind the low global range i increased it to 30km after finding out it wasnt the reason for switching issue. A friend told me setting that value to false should disable PRE completely but so far it still works, i see the messages from pre coming and i can switch to any vessel in selected range without any issue. -
Due the virus i've lot of time so returned to my old planes and started fixing their faults. Made lotta coubs in the way.;
-
I've made minor changes on my f4, mainly around intake and fuselage, made them little bit smoother.