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Everything posted by Ringkeeper
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well, Kerbin Side has alot of bases around (well, one site of kerbin not so much) Kebin. Or you use hyperedit and teleport your bases in place.
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when i first started the game i tried it without mods (didn*t even know mods exist). Couldn't get a rocket to orbit. Watched videos, didn't help. So i searched for a mod. Used Mechjeb. After some time i tried it again flying alone, because i learned from watching how it might work. And hey, i managed. Even intercepting, docking, everything. But after 500 "bring kebal/sat to orbit" ... nah, let mechjeb do the job. In that time i can go to toilett or get something to drink.
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[1.3] KerBalloons v0.4.2 - Balloons for KSP!
Ringkeeper replied to JoePatrick1's topic in KSP1 Mod Development
hmmm.... can they be stored in KAS/KIS Containers and attached/inflated by a kerbal ? Then the easiest way would be ground pylon + balloon attached and voila stationary balloon festival or attached to a KAS winch with a loooong cable *edit* oh god, it works awsome ground pylon -> winch -> some electricity -> any command module then build second "ship" with command module+balloon+connector and then connect winch to connector , inflate and release the winch . Would be nice if after deflate it could be reflated/repaired by a kerbal -
Hype Train 1.0.5: The Local Train Route
Ringkeeper replied to Whirligig Girl's topic in KSP1 Discussion
even 1.0.5 is nice, i wait with the hype for 1.1 and windows 64bit client. Then i can finaly play again... -
Japan's HTV spacecraft launches to the ISS today.
Ringkeeper replied to Streetwind's topic in Science & Spaceflight
http://www.curse.com/ksp-mods/kerbal/223187-japanese-launch-vehicles-pack-v0-40 i wonder who copied who.... the space agency the mod or the other way round -
GTA 5 .... nice game, sure, but through (Singleplayer) within 20-40 hours. Costs 60€ . KSP , i don't know how many hours i have, don't use steam. But 500+ hours for sure. The good thing on games like KSP: they can be modded till death, so they get never boring. Well, latest with 64bit you can mod them to death
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Had same problem and found the solution in one of the many threads here in the board: Reduce the gimbalrange on your engine. After that, the rocket flys nice. Somehow SAS+Gimbal+long pointy rocket = wobble... I always reduce gimbal to 50% on a 3° engine.
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He is referring to aliens.... well, more to a flying saucer that is "stuck" in the ice up there. So, they are already here
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FPS steady at 25 if looking at water
Ringkeeper replied to Ringkeeper's topic in KSP1 Technical Support (PC, modded installs)
can't check atm ingame. There is one shader option top left in the settings, that one i deactivated. and in the settings.cfg i changed for the presets PLANET { name = KerbinOcean minDistance = 3 minSubdivision = 1 maxSubdivision = 6 } MinDistance was 4?5? before. -
FPS steady at 25 if looking at water
Ringkeeper replied to Ringkeeper's topic in KSP1 Technical Support (PC, modded installs)
ok.. did some of the tips . Its now WAY better then before, no more lag/physic problem. I deactivated the one Shader (Name atm not in mind, top one) and set in the config the distance lower. Now i have 50fps and no lags. And still the rest looks nice. -
I have a problem with the frame rate if there is even a bit of ocean on the screen. Under "performance" in the alt+f12 screen i have then a flat line on 25 fps , the mission time is always in yellow and the game "lags" . CPU usage is on 1-5% , RAM at around 3.2gb As soon as no water is on the monitor (so looking up into the sky) the frames go up to 90-120. Settings: UI_SIZE = 768 UI_OPACITY = 0.5 SHIP_VOLUME = 0.5 AMBIENCE_VOLUME = 0.5 MUSIC_VOLUME = 0.35 UI_VOLUME = 0.5 VOICE_VOLUME = 0.5 SOUND_NORMALIZER_ENABLED = True SOUND_NORMALIZER_THRESHOLD = 1 SOUND_NORMALIZER_RESPONSIVENESS = 16 SOUND_NORMALIZER_SKIPSAMPLES = 0 SCREEN_RESOLUTION_WIDTH = 1920 SCREEN_RESOLUTION_HEIGHT = 1080 FULLSCREEN = True QUALITY_PRESET = 5 ANTI_ALIASING = 2 TEXTURE_QUALITY = 0 SYNC_VBL = 0 LIGHT_QUALITY = 8 SHADOWS_QUALITY = 4 FRAMERATE_LIMIT = 120 FALLBACK_PART_SHADERS = False PLANET_FORCE_SHADER_MODEL_2_0 = False PLANET_SCATTER = False PLANET_SCATTER_FACTOR = 0.5 AERO_FX_QUALITY = 3 SURFACE_FX = True EDGE_HIGHLIGHTING_PPFX = True System: OS: Windows 7 Service Pack 1 (6.1.7601) 64bit CPU: Intel® Core i7 CPU 860 @ 2.80GHz (8) RAM: 12280 GPU: AMD Radeon HD 5800 Series (1010MB) Starting game with -force -opengl Mods: Toolbar ATM BoxSat Chatterer Kerbinside KSO KWRocketry RealChute Remote Tech Scansat Shipmanifest StageRecovery TweakScale
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jumping on the hype train the moment 64bit windows version gets announced. Until then, business as usual: check new version, notice that all the nice mods won't load because of too much ram consumption, close game and wait.
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Didn't find anything related via search. Today i came across this NASA page: http://www.ourpluto.org/nominate here you can suggest names for locations/landmarks on pluto and his moons which might be choosen then after the "New Horizon" arrived in june and took hopefully nice pictures. For sure "Jebediah Kerman" was already nominated under " Fictional explorers and travelers" but was not yet accepted as suggestion. Maybe some of you have also good ideas to submit and later we can use the power of the community to vote for KSP related names
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Not only physics but also grafical enhancement over Unity 4 . I'm also playing 7DtD and they are switching now from 4 to 5 . On the comparison screenshots they released you really see the difference. Yes, you have to change alot of grafic stuff but its worth it.
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i would like to see the update postponed a bit while they switch to unity 5 where 64bit is not a problem anymore. And it looks way better then unity 4.
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what kind of ksp DLC would you like?
Ringkeeper replied to Roderik's topic in KSP1 Suggestions & Development Discussion
i don't mind DLC if they are not "mandatory" . Somehow they need to make money later to keep the game running. Just from one sell worth 22€ they don't make enough. Normal games cost 60+€ nowadays AND bring DLCs . And i'm happy to support a company that keeps a game alive and supported. Not like Ubi.... and EA that bring overpriced, bugged games for full price and then charge for "pre order" "weapon packs" and stop the bugfix after 3 month..... -
i can only say, how i feel at the moment. The game is alpha, every now and then a patch comes. Most of the times, mods break or the save can't be used otherwise. I build already so many bases, stations and whatever that i just can't do it anymore at the moment. And there is also no ingame need for them. Yes, with Mods like MKS/OKS the have a bit of a purpose, but thats endgame. In the beginning you get so many contracts "send a base/station to X" that you cluster your orbits with useless crap. And there is yet no real good autoupdater for mods. Mods are spread out over X pages. 64bit not stable enough or mods don't support it and on 32bit your just too limited. So i just check the game for couple days after a patch and wait for the day the major stuff is fixed.
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rather take http://forum.kerbalspaceprogram.com/threads/93699-0-24-2-WIP-Kerbal-Konstructs-v0-3-%28Sept-22%29-Static-Objects-and-Launch-Sites! , as Kerbal City is outdated.
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
Ringkeeper replied to AlphaAsh's topic in KSP1 Mod Releases
where do i have to put the code for the Remote Tech Dishes ? Just into a .cfg file ?- 2,488 replies
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i use it if i'm not in mood to push my craft back if the fuel runs out. I know i can push it back, but sometimes i'm just too lazy to do it.
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after some month away from KSP i'm very happy that someone build a autoupdater for all the mods. But i directly found some annoying behaviour with it. Some mods where autodetected and can't be forced to update with CKAN. So i decided to delete them and recheck. One of them was module manager. After module manger was deleted i tried to refresh CKAN. It couldn't refresh anymore as a mod dependet on module manager. Uninstalling this mod was not possible, as it dependet on module manager. So i was stuck. I then deleted all mods completly. Same again. Only after i deleted the CKAN folder in KSP it was possible to recheck the mods and make changes. Maybe an option for "force update and overwrite of files" would be nice. *edit* another thing.... if 1 download fails (for me it where 3 from kerbalstuff) nothing is changed. The rest is not installed.
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[0.90] Kerbin Shuttle Orbiter System v4.13
Ringkeeper replied to helldiver's topic in KSP1 Mod Releases
depending what other mods you use, try ATM and texturereplacer, the OpenGl variant and maybe reduce the textures in the config. At the moment i run 38 mods including KSO, all Roverdude Mods, RT2, Robotics and other smaller mods and reach 2.5GB of RAM on a machine with 4GB in total. And still it looks quite good. -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
Ringkeeper replied to DasPenguin85's topic in KSP1 Mod Releases
awsome work on the update Can't wait to update my satellites with the new stuff -
[1.12.x] Chatterer v.0.9.99 - Keep talking ! [20 Mar 2020]
Ringkeeper replied to Athlonic's topic in KSP1 Mod Releases
yes. Also copied them in the other folder (svskerblish) and reloaded that , still only the svskerblish load but not the cendartalk ones.- 751 replies
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