theend3r
Members-
Posts
803 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by theend3r
-
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
theend3r replied to BahamutoD's topic in KSP1 Mod Development
How do you incerease the (physics) range? My missiles work only up to 5km which is fine I guess but it makes the AA defenses useless. -
Biology! Don't see too many of these. Eurpoa missions.
theend3r replied to kanelives's topic in Science & Spaceflight
Deinococcus radiodurans laughs at cosmic radiation. Even tardigrades weren't killed by the radiation but other sources during the experiments. -
Yep, the table solution should work. Thanks.
-
I suspected as much. In that case would it be possible to implement resizing of some sort? Like [imgur width=50%]x[/imgur]. Although I guess it's probably not worth it since hardly anyone would use it except maybe for some oversized images. Thanks for the reply.
-
Me and anyone who wants to build a 100 % reusable craft.
-
It's nice we can [imgur]x[ /imgur] but why not allow us to use full html? I wanted to embed an imgur album smaller than the regular width="100%" height="550" but it looks like that's not possible, correct me if I'm wrong. Adding basic html arguments to the existing functions would be enough I guess but simply enabling html would be far better.
-
Probably transferring between vessels by EVA inside Kerbin's atmosphere. Fighting the atmosphere with jetpack to board a ship feels very badass. Other than that some of BahamutD's Armory fights felt absolutely badass, dodging missiles and bullets under 10g:
-
About to start modded career play. Help please.
theend3r replied to SmashBrown's topic in KSP1 Discussion
What I use is: Graphical mods (use with -force-opengl if it crashes): Environmental Visual Enhancements - clouds, atmosphere, city lights, dust storms, auroras... etc. Texture Replacer Planetshine Distant Object Misc. mods that do not change the game much: Chatterer Collision FX MechJeb StripSymmetry (useful for more compicated designs, good for asparagus) Kerbquake Kerbal Flight Data Kerbal Alarm Clock Part Catalog Raster Prop Monitor Trajectories (reentry prediction) Parts (make game non-stock): B9 Interstellar Tweakscale Scansat Various BahamutoD parts (BDArmory, engines...) Real Schute Pretty much everything in the first two categories improves the game while preserving the challenges and feel of the stock game (except MechJeb). I also use FAR but the changes it does are very drastic. I'd recommend it to you but you'll need to research it a bit first and decide for yourself. -
The CoL is probably in front of CoM. ->
-
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
theend3r replied to BahamutoD's topic in KSP1 Mod Development
Really great mod, I'm having lots of fun with it: What does Armed:ON/OFF do though? It doesn't seem to change anything. Guard mode works either way. -
About to start modded career play. Help please.
theend3r replied to SmashBrown's topic in KSP1 Discussion
My advice is: Do not use Interstellar if you haven't managed to do everything there is to do in stock yet. I personally play with Interstellar and B9 and both mods increase the replay value tremendously but Interstellar makes things too easy. You can build rockets with infinite dv (thermal turbojet in atmo, plasma in space), you can have small engines with 3000kN thrust... etc. It's great once you're really bored of stock KSP but... you're not playing KSP anymore. Reaching only Duna means you're still at the beginning. Land and return manned craft from everywhere (except maybe Eve and Tylo, the rest isn't difficult), do some challenges here on the forum and then you'll be ready for Interstellar. -
Is there a way to allow time acceleration during long burn?
theend3r replied to RainDreamer's topic in KSP1 Mods Discussions
That's unfortunately impossible. Get MJ, make a maneuver node, click Smart A.S.S. -> Node and it will hold the node heading for you. Then accelerate 4x using physics warp and leave it running. If you want to do something else on your PC you can alt+enter and alt+tab to keep the game running (just alt+tab doesn't work, it pauses the game). I'm afraid there is no other solution for extremely long burns. The best solution though is to make a ship that gets you there in a reasonable time, something that is always possible in KSP. -
Is there a way to allow time acceleration during long burn?
theend3r replied to RainDreamer's topic in KSP1 Mods Discussions
Alt + regular warp = physics warp, but the maximum warp is 4x. There may be mods that edit that limit though. Mechjeb. This is probably the better solution. Even with 4x warp some nerva burns of mine took about half an hour in real time. If your ship is stable enough so it won't disassemble, Mechjeb can pilot it for you. -
Yay! Tried it and my constantly crashing 3.5GB RAM KSP went to perfectly stable 1.9GB. No gfx glitches, no crashes.
-
What would you want in the next update (0.90)?
theend3r replied to EvilotionCR2's topic in KSP1 Discussion
Axial tilts, nuff said. -
Easy money with ExtraPlanetary Launchpads
theend3r replied to Kerba Fett's topic in KSP1 Mods Discussions
Why don't you just edit your save then? -
Should stock include 5m or larger parts?
theend3r replied to Jodo42's topic in KSP1 Suggestions & Development Discussion
We still need a stock 3.5m command pod/lab/hitchhiker. If we got some other parts alongside the 5m ones I'd gladly use them. Well, I'd probably use them anyway as it would save me fps when lifting kT to LKO. -
You know you overbuilt your rocket when...
theend3r replied to Deadpangod3's topic in KSP1 Discussion
When it costs over a few millon funds to launch -
About 7.4M I think but most of that cost comes from Interstellar antimatter generators and warp drive:
-
Statistics - Estimate an MA(2) parameters process using GMM
theend3r replied to theend3r's topic in Science & Spaceflight
It seemed that way to me but I wasn't entirely sure. I'll have a look at it, thanks a lot. KSP forums really are awesome -
Would it be also possible to add mk2 and mk3 decouplers? It's missing in both B9 and stock mk2 and I need them really badly for safety ejection systems. Or if there is a mod for it would be enough I guess but stock is always better.