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Everything posted by Wallygator
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Will KSP2 have MacOS support at launch?
Wallygator replied to KerbalmyButtpleez505's topic in Prelaunch KSP2 Discussion
One word... “MAC” another word... ”Please” Yes, this makes me wonder how many months of a Shadow subscription will will have to burn through until... please ignore the following. Poor editing skills... -
I am now officially excited for the RSS/RO-2 mod which will obviously include the entire Milky Way. Edit: which I forgot to add should also come with a discount code for a desktop Cray.
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Correct. I do not record them. But you are likely right, in that there is a global shortage of KSP videos.
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in my early KSP days, I used brute force (BF) to get where I wanted. Now, I still do not avoid it, but I find that where I might BF a mission to start with, I try for each subsequent mission to try and add more logistics, science, options to each flight. The end result is that after a number of missions, I end up with a reasonably fun scenario. Sadly, I don't typically share them.
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Eve Circumnavigation with a propeller plane
Wallygator replied to xendelaar's topic in KSP1 Mission Reports
Pretty cool! Did you get your kerb back to kerbin? -
Do what makes you happy...
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Oh well, guess it's back to "one eye only" for the performance boost!
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I would tend to think that a truly immersive IVA experience might also include some VR options. It’s beyond my ancient technical capabilities to even discuss architectural details of it, but from a user perspective it could (if well executed) be a very cool experience.
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The same reason I look for lost items in the brightest lit room of my house.
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I find the prop engines totally non-intuitive based on the in-game control framework. How about an expert tutorial @SQUAD ???
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why do the turboshaft engines show up under "robotics"?
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KSP Loading... Preview: 1.7.3 Same Vessel Interactions
Wallygator replied to St4rdust's topic in KSP1 The Daily Kerbal
Can someone explain how this feature will work with deployed landing gear on a planet surface? Will Kerbals once again be able to bump their little helmets against a landing gear and not explode? Or will landing strut parts continue to be only phantom - allowing "walk through"? In other words, @SQUAD, kindly reshoot that video after swapping all those elevons with LT-2 landing struts. -
As long as they can be attached to anything then I tend to agree.
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Hmmm... was going to respond with some snappy comment and then realised... on a serious note... is this a “comb over” to a deeper unfixable issue in unity?
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Explorer: An Extended Grand Tour with 135 Landings
Wallygator replied to JacobJHC's topic in KSP1 Mission Reports
Omg - insane and I love it! Well played Sir! Well played indeed!!!- 27 replies
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- grand tour
- no mining
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My KSP 48-75 Spark engine test :-)
Wallygator replied to Pawelk198604's topic in KSP1 Mission Reports
That’s cool. I always find it interesting to see how other players operate in the VAB. Everyone has their own procedures/style of building a vessel. Well done! -
[1.12] KSP-RO - Realism Overhaul [16 May 2022]
Wallygator replied to Theysen's topic in KSP1 Mod Releases
so... only just digging back into RO/RSS after a long hiatus... When I select the links on the recommended list I really get no joy. the RSS ref is a dead link, and many others all seem to reference 1.3.1. I did not check them all, as I lost the will. Has there been any maintenance on the OP to assure any references and links are pointing to the appropriate 1.6.1 (or compatible) mod? I'm not complaining, I can figure it all out given time. My concern is if there are any new RO/RSSers out there it might be (more than) a bit confusing, especially if the OP of this thread is their first point of call. Our RO/RSS modders have done a lot of work on the latest RO release - I'm sure updating all the links are the least of their worries.- 2,179 replies
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- realism overhaul
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
Wallygator replied to Theysen's topic in KSP1 Mod Releases
RO for 1.6.1... I want this far more that Breaking ground. Thanks guys!!!- 2,179 replies
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- realism overhaul
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KSP Loading... Preview: Breaking Ground - Suits
Wallygator replied to St4rdust's topic in KSP1 The Daily Kerbal
Better YET: Have the intensity change based on the kernels experience level. -
KSP Loading... Preview: Breaking Ground - Suits
Wallygator replied to St4rdust's topic in KSP1 The Daily Kerbal
Of all the things they are working on... we get glowing suits. They seem OK, but frankly I would have appreciated even further improvements in terrain, gameplay, content, etc. The fact that glowing suits were prioritised for this release demonstrates that the prioritisation procedures are still bit wonky (OH wait! It actually means that the existing prioritisation procedure does not align with MY priorities ) This seems more cartoon-ish than reality-based. I'm not against cartoon, but am more on the reality scale - to each their own... Perhaps the glowing suit could have been its own separate DLC bit - released separately. Oh well, water under the bridge. We'll all buy it regardless. -
KSP Loading... Preview: Breaking Ground - Robotics
Wallygator replied to St4rdust's topic in KSP1 The Daily Kerbal
[snip] Now... for some on-topic thoughts... I consider this latest DLC to be extremely encouraging. I look forward to buying it when it is available. Well done @SQUAD! Also, I fear that I will continually pay for this with many 1000's of hours of my leisure time, and I politely agree with @Pthigrivi @St4rdust:Can we see anything regarding the UI for these robotic parts? If not, no worries as this DLC will be out rather soon. If it was already shared elsewhere, then my apologies. Who among you dares to predict how many players will start their DLC usage by building a working SIVb shroud? Ha! -
Bored In Physics Class, Drew Mercury Capsule
Wallygator replied to HerobrineLiu's topic in KSP Fan Works
Really good. Just make it a cutaway diagram and then let her draw an anime character in the seat. Bonus!!! -
Fanatic concept. Need to give this one a go. Well done @linuxgurugamer !!