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Everything posted by G'th
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Yep. Its cool when people hang on your every word
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Merritt. Not exactly walking out my door and bam I'm there, but I could actually walk there in a reasonable time if I wished
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I walk out my door and I'm there Anyway, got back a couple hours ago. Took a couple pics of stuff that caught my eye this go around: It was pretty funny though, walking around with my annual pass on people thought I worked there and would ask me questions. And of course I didn't miss a beat answering them Even had a pretty good conversation with a British couple who were wondering why we haven't been launching manned rockets. All in all it was a fun day.
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Astronomer's Visual pack V3 BETA is out and it looks great!
G'th replied to Majorjim!'s topic in KSP1 Mods Discussions
AFAIK it won't work with RSS. Believe that it would require RSS specific configs to get working. -
Astronomer's Visual pack V3 BETA is out and it looks great!
G'th replied to Majorjim!'s topic in KSP1 Mods Discussions
You could have just gone to the actual Interstellar thread, but no worries. Yes, Interstellar mostly works with 1.04, and I definitely recommend installing it manually. The reason being that CKAN for me has never handled Interstellar very well either. And its easy, just download .24 EVE and AVP and install as per the readmes. For Interstellar, there are some parts you're going to want to skip otherwise you'll end up with bugs galore. Don't touch anything to do with Planet Shine or Distant Object (IE, when it asks i you want the PS clouds, etc etc go for the non-PS ones. Skip the DO config) as the configs for those mods have long since been outdated and the basic configs for the updated versions of those mods will work just fine with AVP. Also don't touch the lens flare or the sun edits, as both of those are also out of date. -
[1.0.4] - RealPlume - Stock Configs v0.8.1 - 2015/281
G'th replied to Felger's topic in KSP1 Mod Releases
Just to expand on that, you may have to actually configure the toolbar so the SmokeScreen button shows up. Click the arrow drop down, configure, and you should be able to get the button added from there. Also, awesome on the patch you're going to do. -
So far I've actually gotten pretty lucky with running into astronauts and engineers so theres plenty of nerdery to go around. It is extraordinarily worth it, even with the rather hefty price tag for a week long ticket. (even during this down season I think its close to 60-80 dollars or so) But you definitely want to get there right when they open if you want to see everything in one day. But if you want to appreciate it I'd plan for at least 2-3 days to fully take in the whole complex.
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SPACE STATIONS! Post your pictures here
G'th replied to tsunam1's topic in KSP1 The Spacecraft Exchange
^ Holy crap Makes my utilitarian station here weep at the funds expenditure that must of taken D: -
I smell a Martian mega mod
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Unfortunately the Mercury-Atlas is just a plain pain to control under FAR, which is apparently realistic (Despite the fact that the other realistic rockets in the mod don't have near as much problems controlling. Just sayin). The only way I was able to get it to fly was to pretend I did. No amount of extra SAS modules or fins were able to help control that thing once you need to start turning. Its possible to get it to not flip out when you your turn but the turn ends up being nowhere near as efficient as it should be.
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Well, there's two versions of EVE. One is stable and works well still, and the other is still a WIP and likely buggy for pretty much everybody. Sounds like you may have gotten the latter. Or you installed something wrong. Who knows. Anyway, .24 EVE does work. As does Astronomer's Interstellar (most of it. And actually I think his previous packs still work too, though I haven't used them) and Avg's Cloud pack. TextureReplacer of course still works fine. KSPRC IIRC works but takes some doing to get it going. Distant Object and Planetshine are working. But I would check out this thread: http://forum.kerbalspaceprogram.com/threads/136815-Avg-s-Visual-Ultimatum-76-non-part-mods-to-enhance-stock-visual-sound-and-veteran-career-gameplay Avg put a large list together of pretty much every working visual enhancement mod as well as some others that go in that direction. I'm someone who likes to scour the Addon forum (among other places) every day looking for new things to add and he still managed to post some things I hadn't seen yet.
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[1.0.4] - RealPlume - Stock Configs v0.8.1 - 2015/281
G'th replied to Felger's topic in KSP1 Mod Releases
IS there any way to set this up so that I can get the flame effects for engines but skip the smoke? I love the way the engine exhausts look in this mod (especially in space) but the launch smoke is just too much for my system/install to handle. I have tried lowering the particle count via the tool bar but by the time I get the smoke effects down to a manageable level the exhaust effects lose their awesomeness :/ -
^ I'd say so. In more serious news, I finalized my Ares I replica:
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Tomorrow, because I have nothing else to do Im gonna take advantage of my annual pass and go hang out at the Space Center tomorrow! I'm actually planning on taking a large amount of pictures this go around, and I figured I'd ask the community here if they want some pictures of anything at any odd angle. Having spent quite a bit of time already at the Atlantis building as well as with the Saturn V I've found quite a good few spots to get good angles from (especially for Atlantis) so I'll be able to get some good pics of more or less anything.
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Today, to feed my ego, I took a picture of my mod list
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[0.25] Astronomer's Visual Pack - Interstellar V2
G'th replied to Astronomer's topic in KSP1 Mod Releases
Personally I've always been an advocate of OpenGL combined with a manual texture size reduction via Gimp or Photoshop. It works well for me and lets me pack a full visual suite onto my game but also use a ton of gameplay and parts mods. -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
G'th replied to pingopete's topic in KSP1 Mod Development
Disregard -
Starship Enterprise (TNG version) - landable on Earth?
G'th replied to wossname's topic in Science & Spaceflight
Well, the thing about Impulse is that it allows for travel fast enough to cover our solar system in a matter of hours (if not minutes IIRC) while not being as power intensive as warp, and not to mention safer in the vicinity of planets. And yes, the inertial dampeners do keep the crew safe. However, what keeps the ship together is the structural integrity field, which is essentially Trek-tech which does exactly what it says. The ships themselves are actually pretty fragile, even by sci-fi standards. There's a reason why a Federation ship will take a torpedo hit and could lose an entire deck whereas an Klingon vessel will just lose some structural integrity. So, impulse at relatively low levels would be enough to get pretty much any ship to space back, but the biggest issue is simply keeping the ship itself together. The SIF will keep the ship together in space, but once you bring it down the ground you can't necessarily keep the engines going, and thats where a lot of the power for the SIF comes from. And not only that, from what I can remember the SIF itself still likely won't be enough, as I doubt it can counteract simple gravity when combined with the rather space-centric construction. The field would essentially have to be able to support the weight of the saucer section while still maintaining integrity elsewhere. That all being said, this is Star Trek we're talking about. Put Scotty or Jordi on it and they'll tell you how to do it in about 20 minutes. A likely plan would be a slow descent into the atmosphere with auxiliary power diverted to help maintain the weak point in the neck area of the ship, with a landing either in water or on a specially constructed apparatus that can both support the weight of the ship (without damaging it) and either augment or override the SIF. More than likely though they wouldn't even actually "land" the Enterprise but actually just have it hover above the ground and then tether it up to whatever apparatus they can get a hold of that will help augment the ships power. -
Starship Enterprise (TNG version) - landable on Earth?
G'th replied to wossname's topic in Science & Spaceflight
Presumably given some time and some extraordinarily careful piloting you could probably land the Enterprise-D. However, in order to do it without completely wrecking the ship you'd have to design something for it to land on that will be able to support the weight and not damage the ship at the same time. The real issue is why you would want to land it outside of an emergency. I could probably see it being something along the lines of how the Shuttles went (IE, museum pieces) but given the vast and super easy access to space that the people in the Trek universe have, it'd still be a better idea to have it as an orbiting museum. (Which I believe actually is a thing for the older ships in the Trek-verse) -
In my new career save, I launched my first MapSAT to conduct radar imaging in a low polar orbit.
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Why do people make so many NASA conspiracy Theories?
G'th replied to fredinno's topic in Science & Spaceflight
The thing is though is that I don't think anyone could have anticipated the effect the combination easy mass exposure and anonymity would have, be it good or bad. -
I imagine this has been asked (and if I'm understanding the OP properly I probably already have the answer) but how does this interact with OPM? Are the planets put in their own system or do they load into the Kerbin system?
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I have a bit of an interesting request for this. Have you thought about making a version of the CBM that would fit seamlessly with SHDI/Mk1-2? Essentially I love using the CBM but the thing about it is that in order for it to work on the Mk1-2 pod (when used in conjunction with SHDI's pod cover) I either have to offset the pod cover itself or put something under the CBM to raise it up, because otherwise the pod cover ends up making kraken bait with the service module. Not really a big problem necessarily (because it isn't hard to just offset the pod cover and maintain looks on the pod itself) but it would be cool if there was an actual CBM variant that accounted for this already. I also would love to see an integrated parachute version, but i'm not picky
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Eureka! Thank you so much! - - - Updated - - - Eureka! Thank you so much!