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Everything posted by antgeth
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i've been running with basic ATM... i suppose i will try aggressive. i try to strike a balance between playability and aesthetics...
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so i recently tried this out (for a second time), and it's pretty slick, except it am crashing constantly (due to memory, i assume). i have since eliminated a number of memory-intensive mods (inc. PF) but the problem persists. does anyone know any specific incompatibilities with RSS 6.1 and any other mods? (perhaps a memory leak somewhere?)
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[WIP] Stargate SG1 / Atlantis / Universe BC-304 (Daedalus)
antgeth replied to Allwyn's topic in KSP1 Mod Development
this is wonderful! (although all i REALLY want is a functional gate..................) -
I was actually trying this myself just a couple minutes ago... no dice. Gas giant remains the same size, although some really funky visuals were added (bizarre lighting patterns). Edit: Speaking of lighting, I hope you can get solar panels working with starfix! It'll be nice not having to lug around generators.
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i've been checking in on this awesome plugin for quite a while now, and one question remains: will the UI ever get... better? the bizarre intra-window scrolling and occasional cutting-off of text is a bit disconcerting, but nothing is annoying as not being able to change the position of the window on the screen. as it is, it's partially over the vessel list in the tracking station, and clicking on things in the window often selects items in the vessel list beneath. i would think at least making the window movable shouldn't be too tricky, and would improve the ease of use dramatically. that said, i love where this is going! particularly the starfix! any possibility of changing the amount and colour of light produced? edit: nevermind, just saw your post on the previous page sadly, however, having two suns seems to multiply the brightness... a lot of things are blown out... while this is realistic i suppose, it's somewhat difficult to land on a featureless white rock where you can't see any details.
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thank you so much!
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looks neat! will try this out tonight
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[0.23.5] Venera (K.K.K.P) Project v0.1
antgeth replied to ImmerHerstellungWeltall's topic in KSP1 Mod Development
i second that! also would be highly interested in both the ring-type shock-absorbing landing gear as well as the disc-shaped airbrake from the veneras. -
i could have sworn i commented on this already, but apparently not. THANK YOU SO MUCH. this is really badly-needed plugin, and i've been using it for about a month now, and have created some wonderfully zany things.
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Part Generator Version 3 [Win][Linux][Mac]
antgeth replied to Lando's topic in KSP1 Tools and Applications
Lando, just wanted to say a huge THANK YOU for this program, and let you know that there is at least one very interested user here. I've been using this program for quite a while now and have found it invaluable in making oddly-shaped tanks and batteries (particularly square stuff for rovers) that other parts packs don't provide. I do hope that you will pick it up again in the future. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
antgeth replied to stupid_chris's topic in KSP1 Mod Releases
my apologies if this has been asked before; i searched the thread but couldn't find anything. is there any way to change (i.e. increase) the maximum possible diameter for parachutes? i always much prefer to use one big chute than a bunch of little chutes, and when landing something heavy, that can get annoying. i have a number of physically-large parachute pieces, but can't push them beyond the 70m limit. seems like it shouldn't be too hard, but i'm stumped (without going into the source). -
Yay! The game has been so tedious as of late... Cheers~
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i have tried that, no dice. update: i renamed the part and now it works just fine. not sure why that was causing a problem (i don't think i have any other parts called magboom), but there you have it. anyway, i love these gadgets! they look great, and work great. and the science reports are top notch, very well done! if i had a criticism it would probably be the scope... i like parts that give you the report right away. if you sped up the time it takes the diaphragm to open, that would be much better. (although it is a very nice animation, it's not really easy to see 99% of the time, so you wouldn't really lose anything). also, if you're concerned about polygon count, why not just make the shutter a 7-blade? that always looks nice. but really, great stuff!
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for some reason, i can't enable the magnetometer in career mode. i go to unlock it, and it looks fine, but it's still greyed out in the VAB and says it requires a purchase in r&d. i've done this several times without any luck. which sucks, cause from the pics i seriously love the way it looks! using the latest version...
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[v0.24] Tarsier Space Technology (v4.5c Now with GALAXIES!!!)
antgeth replied to tobyb121's topic in KSP1 Mod Releases
darn, i was kind of hoping to read that it would be able to resolve crafts... it would be awesome if this was a possibility! and yeah, i think it's around 2.1km, to be slightly more precise. discovered this when i built a positively huge (~900m) orbiting power station, only to be confused about where it was when i was going to dock with it, until suddenly BAM it was looming over me. -
i love this thing to bits, but have sadly stopped using it because i was getting tired of the constant ram crashes. i do hope you manage to find a way to significantly lower the ram usage in future updates! i look forward to completing my aerospike-powered manned skelton mission...