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Everything posted by Nemrav
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Devnote Tuesdays: The "We're Going To Talk About Spaceport" Edition
Nemrav replied to SQUAD's topic in KSP1 The Daily Kerbal
Couild you give us a hint at some of the improvements to the gui and the behind the scenes PLZ , just a hint ? sounds like next week will be soon tm -
I DID IT, I CREATED A WEAK KRAKEN DRIVE, WOOHHOOOOO *unrelated game crash* anyways here is the craft file, it accelerates very slowly and requires 0g to accelerate at all.. download : https://www.dropbox.com/s/e05tb46ndimp7m9/new%20kraken%20drive.craft hope Jenkins can dirive something from it.
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yup, this is a necro of a necro in-fact.....
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Hey we're getting started !!! *goes on cakeninja's channel* wait, now I need to think of more things.... will edit for my reaction later ! OKAY PEOPLE JOIN NOW, WE ARE STARTING THE BASE edit : wait but you didn't upload...... what happened to your module on your save ?
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[Plugin][WIP][0.23.5] Custom Asteroids 0.2.1
Nemrav replied to Starstrider42's topic in KSP1 Mod Development
I think I have it, but I haven't tested if it works anymore.... -
I think, especially now with asteroids some changes need to be made : 1 : for all the major moons that are basically asteroids, make then asteroids with giant settings (nearly impossible to move) and same goes to vesta. 2 : if using planet factory, then make inaccessible one of the real moons that is a ellipsoid. 3 : move the asteroid generation area into where the asteroid belt is, and copy paste the generator to make it complete.... also disable the areas of the script that make the asteroids encounter with Kerbin.... BUT FOR NOW ONE OF BEST MODS EVAR edit : yup came across starstrider's mod, seems that you can set minimum and maximum sizes for the asteroids, maybe there is a way to set minimum mass.... or the best alternate to the current configs would be for somebody to create the remaining solar system planet(oids) and moons using planetfactory CE, if not already, then we wouldn't need a star as sedna
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[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
Nemrav replied to NathanKell's topic in KSP1 Mod Releases
new to realism overhaul, but, I use the planet factory config and what's wierd is that when I get the ordinary planets to show the new textures and height maps + orbits etc. to work then the planet factory planets revert to their ordinary state, yet when I don't have the ordinary planets working then the planet factory ones do get their changes. COULD SOMEONE PLZ HELP ??? installation order ??? or should I copy paste, this message in the RSS thread ? edit : nvm, think I can fix it.... edit 2 : fixed ! -
firery tenchar
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Increasing the 2.5km physic sphere
Nemrav replied to Sarge82nd's topic in KSP1 Suggestions & Development Discussion
slider sure, but really for lag ridden stations it would actually be a bad thing to increase the range... -
Devnote Tuesdays: The "It Might Be Wednesday" Edition
Nemrav replied to SQUAD's topic in KSP1 The Daily Kerbal
Yet another new member looks like they have 1.5 times as many members as when I first played. btw : we if you devs are looking at this post, do me a favor and give me an option to turn back the feedback thingy on. PLEASE ! -
Let this one die where it stands
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nope, they are working on the ship building and microverse generation I presume.
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Place the Mun at an incline?
Nemrav replied to nobbers12345's topic in KSP1 Suggestions & Development Discussion
Well, there wouldn't be much incentive to go to the mun if it was harder to get to than minmus, because it would be harder in all ways, the current set-up gives players 2 options, get good at transfers to get to the easy place to land or practice landing in hard places without much effort getting there..... And it might break some things and make people angry. -
That's Xona, I've done experiments with a kraken-drive and it goes something like "m-km-gm-pm-em-zm-ym-xm" and I never travelled beyond 10 exa meters (not high enough for the altimeter to change) and Danny has travelled in yottameters.... Congrats you beat Danny to travelling farther than the observable universe...
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You call that fast ??? *is very tempted to link youtube video made by self*
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nuke eagle 7/10
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Chad has made helicopter rotors.... I really want official propellers, this way I can have duna planes....
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Ok here it is : we all know about the part welder mod, and as I understand it, it works quite well at reducing part count.. But what I'm suggesting is that for tiny parts (old science instruments, lights, rcs ports, radial batteries), if small enough in relation to their stage, get their physics turned off and their damage detection turned off. Now only the parent part(s) have damage detection and physics. On big stations, these tiny little insignificant parts just add cpu stress.... And I stress that these small parts are only merged with their parents (except for their own little gui detection if that applies), if they are small enough compared to the stage.... This way we can't have unfair probes and it means that big rockets won't disable the parts.... Yes I know probly discussed to death -- and beyond.. + is on WNTS, but really these small radial parts do amount to a lot of lag.. And if it makes you mad to see a WNTS thing, then I'l suggest this, suggest here any other non-64bit ways to reduce station lag..
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outcome char
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[Plugin][WIP][0.23.5] Custom Asteroids 0.2.1
Nemrav replied to Starstrider42's topic in KSP1 Mod Development
sorry not going to be getting the mod right away but I think what would make me get it is this : instead of pre-laid asteroids, you make multiple asteroid spawners around the areas you want to have belts, adjust them so we don't have asteroids going to Kerbin.... And add a script where when a ship approaches an asteroid, it automatically gets tracked... Looking great -
Thoughts on Massless parts
Nemrav replied to MarvinKitFox's topic in KSP1 Suggestions & Development Discussion
ya, I made a really low budget rocket today that got to gilly landed and still has enough for going home.... It was made because I heard of this exploit... -
Communication limitations & Hide planets
Nemrav replied to Tortoise's topic in KSP1 Suggestions & Development Discussion
1 : good idea but..... voyager 1 is way out there and we can still communicate + if we limited the things then people complain of transmitting being useless. 2 : its planned however its probably going to be more of a ground based observatory... devs didn't shed much light on it... -
I guess it would be useful for Jool, being far away and having a half dozen moons + on Jool surface experiments are possible....... So I guess for a Joolès surface suicide mission and another in Jool orbit while a Kerbal is sent to every moon... Ish mission would be the best part of it...
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I think this would be possible, we simply start building the Duna base and then when he submits the old save, we just open his save file and copy paste his module in, I would probably send a science lab to minmus myself just to check it out... But ya, it would be best to be very polite if we tried any form of workaround...