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OSX is on scratchpad!
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# ¿ Jul 17, 2014 21:18 |
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# ¿ Apr 29, 2024 18:41 |
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Really feels like this launch attempt, engines start up but the computer says NO YOU STAY ON EARTH TODAY: https://www.youtube.com/watch?v=5-nMg4I0sr8&hd=1
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# ¿ Jul 17, 2014 21:53 |
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If you are swapping the 64bit exe in Steam you need to take the KSP_64_Data folder and rename it to KSP_Data for the exe to find the correct mono fileset.
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# ¿ Jul 18, 2014 00:49 |
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Recover KerbKoins from stages dropped and deleted by the physics engine: http://forum.kerbalspaceprogram.com/threads/86677-0-24-StageRecovery-Recover-Funds-from-Dropped-Stages-v1-0-1-%287-18-14%29 Just stick parachutes on everything and you get your Funds back, no GUI popup just adds the money to your account.
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# ¿ Jul 18, 2014 16:58 |
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Iceshade posted:I thought I would actually need this, but I'm swimming in cash. I just went to the Mun with a 130k craft by sticking engines and fuel tanks on it that were totally overkill. Yeah I installed it not looking at my KerbKoins... I have 1.7 million Funds in the bank after 4 hours played. I have yet to go to Minmus or Duna. I think balance is a little off, but its the first iteration so I am still happy with it so far.
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# ¿ Jul 18, 2014 18:30 |
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Arsonide posted:Question for reference: are you reverting/loading saves? I think the budget is much more effective in iron man mode. The only quicksave/load I have done was when time warp glitched out and put my mun lander inside the Mun. (I was in a 12km x 24km orbit...) Only reverting flights if I forget to assign the correct crew, like removing one guy for rescue missions.
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# ¿ Jul 18, 2014 18:58 |
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haveblue posted:64 bit on Macs is not supported yet, they only just barely got it working on Windows as it is. The biggest bug with 64bit KSP for windows is that it messes up a whole load of the physics calculations with parts. For example, decouplers have no force so fairings just stay put and fold in on your payload and in-line stage decouplers have no push at all. Unless you play without fairings and don't mind using loads of separation motors skip 64bit for now.
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# ¿ Jul 18, 2014 20:23 |
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FAR for people who dont like FAR is out, its called NEAR: http://forum.kerbalspaceprogram.com/threads/86419-0-24-NEAR-A-Simpler-Aerodynamics-Model-v1-0-1-7-17-14
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# ¿ Jul 18, 2014 21:12 |
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The Pod is really late in the tree, but the AR202 is quite early.
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# ¿ Jul 18, 2014 21:25 |
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Elman posted:How do the "landed at Kerbin" tests work? They don't seem to register when I use the parts and there's no test option in the right click menu. Just stage one on the launch pad before lifting off.
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# ¿ Jul 19, 2014 10:40 |
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Platystemon posted:Career mode sure is slanted in favour of solid rockets. With NEAR I have been SSTO'ing small satellites with the SLS solid booster with a 55% throttle limit and four wings on the bottom. The thing flys its own gravity turn perfectly without SAS on and fine tuning of orbits is done by the satellite itself not an upper stage. "Why dont NASA just do this... Oh wait Ares I... " Edit: Ares I-X was the only launch of the any of the Ares class launchers, here is a video. NASA were going to put people on top of this. (Skip to 5mins in for the launch) https://www.youtube.com/watch?v=5htFcB3_X8c&hd=1 Zaran fucked around with this message at 12:59 on Jul 19, 2014 |
# ¿ Jul 19, 2014 12:57 |
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I sent Jeb, Bill and Bob to man the Minmus Science Lab that is home to my materials science hoppers. No more orange suits for new gigs that way, and besides they are probably better off at Minmus, considering I am going to Eve to land and return next.
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# ¿ Jul 19, 2014 16:39 |
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Hopefully the team meeting today will introduce a "You cannot force your addon to call home and any and all calls home must be opt-in only" with serious consequences if someone breaks that rule.
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# ¿ Jul 21, 2014 17:04 |
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You only need fins up to about 25-30km up, after that they give little to no control on rockets I find so stick them as low as possible on the first stage only, if you are doing some crazy SSTO rocket put the fins on decouplers and throw them away after you get high for added efficiency! My "normal" (it varies per mission) flight profile for NEAR is straight up until you are moving 100-120m/s (perform your roll maneuver here to line up your pitch axis with the target heading/inclination) then pitch over 5 degrees and slowly continue to pitch over until you hit the horizon line. If you put more time than I am normally willing to do into balancing thrust and aerodynamics you can make a rocket that after the first 5 degrees pitch will do a gravity turn itself, just turn off SAS and it works on it's own perfectly, this is probably one of the best things about NEAR/FAR is nailing a gravity turn but it takes a bit of effort. Also ExtraContracts and StationScience are loving awesome, thanks for the addons guys!
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# ¿ Jul 22, 2014 10:09 |
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Yeah, I noticed that too, they also added LFT sized mono propellant tanks to help with that.
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# ¿ Jul 22, 2014 16:49 |
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Nice one getting the no donation button rule in there. Take that toolbar author! Overall I like the rules, should fix the issues people are having with stuff like ModStats.
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# ¿ Jul 24, 2014 01:19 |
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Ratzap posted:This image was on imgur Welp, this happened.
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# ¿ Jul 24, 2014 16:18 |
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KSP 0.24.1 is up for download, fixes a load of stuff and changelog:quote:First Contract (v0.24.1)
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# ¿ Jul 24, 2014 23:20 |
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Someone just HAD to take this to the level:
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# ¿ Jul 25, 2014 17:13 |
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What part packs do people use for satellite sized parts these days? I need to bring some more variety to my satellites as using the same old HexPods is getting old.
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# ¿ Jul 25, 2014 22:07 |
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PiCroft posted:Can anyone give a list of recommended mods, perhaps their own list of mods they personally use? I looked at the OP and the usual suspects are there but I'd have missed the Near Future and Station Science mods had I not browsed the Curse site. My current ModList: StillBetterThanSpyware - Just cause' DebRefund - Really this is not needed but a kickback for sticking parachutes on everything can be nice early career. EditorExtensions - One you go 20x symmetry for no reason you never go back EnvironmentalVisualEnhancements - Pretty skys and planets ExtraContracts - Goon mods are best mods KerbalJoinReinforcement - Stops floppy rocket syndrome (*ModStats Warning*) KWRocketry - More Rocket Parts, they look nicer than Squads and I like the engines. MechJeb2 - I use it for the information screens as the launch computer doesn't play well with NEAR. HotRockets - Pretty flames, if you have KWR installed you need to remove the KWR configs from this mod or stuff breaks. NEAR - Like FAR but less spergy. (*ModStats Warning*) SCANSat - Maps made by Sats! (*ModStats Warning*) StationScience - A reason to make space stations, also GoonMods Best Mods. TweakableEverything - Does as it says on the label. TweakScale - So does this one. FloorIt - Press Z to skip to 100% thrust! I think that's everything I use currently.
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# ¿ Jul 26, 2014 16:56 |
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So Reddit is getting bored of BrahMos missiles, moving onto helicopters:
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# ¿ Jul 26, 2014 18:30 |
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I tried to use PartCatalog ages ago, but I just found it more of a hassle to set up, it is likely better now but I get on just fine without it. If I used more parts packs like NovaPunch and B9 then I may consider getting it but for what I use its all fine.
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# ¿ Jul 26, 2014 18:49 |
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YF19pilot posted:How many mods is too many? I downloaded a bunch, and I think I have like 50 of them sitting in a folder while I sort through and try to figure out which ones I really want, or which ones I could live without. When the game crashes to desktop when you have Active Texture Management installed, thats when you have too many mods installed.
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# ¿ Jul 28, 2014 22:37 |
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(from Reddit)
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# ¿ Jul 29, 2014 23:54 |
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You can use things like the aerodynamic pylon near the engine to soak some heat up, its what I used to do when running large amounts of NERVAs to keep them from melting.
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# ¿ Jul 31, 2014 11:22 |
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Ive been making IRL rockets lately for a project I want to start soon, here are my ULA launchers the Atlas V 401 and the Delta IV-M+(4,2). Got them setup for their latest missions here, Atlas V with a US GPS satellite (launched last night) and the Delta IV with the GSSAP 1 and 2 with the ANGELS tech demo satellite riding under those. In real life ANGELS was attached to a small sat payload ring called a ESPA ring but in KSP it would become rather unbalanced so I decided to just stack them on top of each other. And yes the SRBs on the Delta are not correctly scaled for the rocket, I am going to write my own config for the Globe VI SRB from KW to replace that at some point. I am using TweakEverything, TweakScale, Procedural Fairings and KW Rocketry for these mostly. The launch clamps are from FASA, the radar thing on the GPS satellite is from SCANSat and the folding dish antenna is from the Tantares capsule pack I believe.
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# ¿ Aug 2, 2014 17:52 |
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Sounds like you need a second, and perhaps, a third and fourth KLAW mission to put that bad boy in its place (in orbit).
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# ¿ Aug 3, 2014 12:57 |
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Funds are not all that limiting, in my main career save I have, with little to no problem amassed over 7million Funds and I have yet to launch anything beyond robotics to orbit Duna, not even landed yet as I'm have way too much fun on and around Kerbin with Station Science and Extra Contracts/Fine Print.
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# ¿ Aug 3, 2014 13:27 |
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Arsonide posted:Incidentally we could use ideas for more types of landmark. Totally need a volcano and hot water springs in the arctic and antarctic areas.
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# ¿ Aug 3, 2014 19:25 |
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I used to use HullCam: http://forum.kerbalspaceprogram.com/threads/46365-0-23-5-Hullcam-VDS-Converted-DEA-to-MU-Updated-7-Jun Not sure if its working with .24 but it should be.
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# ¿ Aug 5, 2014 08:41 |
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That debug line has been there since pre-0.18 I think. First time I saw it was in 0.18. Does anyone else use "Kerbal ISP Difficulty Scaler", by Ferram, to make KSP engines work more like real life engines? I have been playing around with it and while it does the job of keeping fuel flow the same and increasing thrust with ISP instead of fuel efficiency I cant quite nail the settings to a point were it's feels real but real for the Kerbal world.
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# ¿ Aug 8, 2014 12:25 |
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Arsonide I have a request, can you add a few contracts that appear if you have SCANSat installed to put various mapping satellites into mostly polar orbits of planets/moons? I honestly have no clue how hard that would be but it would be awesome if that was possible.
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# ¿ Aug 12, 2014 12:21 |
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So after escaping the large robot that stopped them from launching rockets, the Kerbals finally got to the moon....
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# ¿ Aug 13, 2014 17:07 |
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My money is on MechJeb without 90% of the automation features.
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# ¿ Aug 18, 2014 23:47 |
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The guy who made Enhanced Navball said on reddit he has not been contacted about it so it is not ENB. Ferram said Squad have no intrest in realistic aerodynamics and would not want to implement FAR/NEAR. Let's be honest, its SpacePlanePlus and we know it.
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# ¿ Aug 19, 2014 19:00 |
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Just this. IXS Enterprise! (Even if the hull reads KSS Manley!) (click for huge) Link: http://forum.kerbalspaceprogram.com/threads/89799-Nasa-IXS-Warp-ship-for-Interstellar Zaran fucked around with this message at 20:52 on Aug 24, 2014 |
# ¿ Aug 24, 2014 20:50 |
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RoverDude posted:Hi... I sometimes make mods. I heard you folks were aware of some older KAS source code that was GPL? This post makes me happy. Great job on Karbonite, really fun plugin to be playing with!
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# ¿ Aug 25, 2014 14:47 |
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Im up for alpha/beta testing your stuff RoverDude if you need more testers.
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# ¿ Aug 26, 2014 13:48 |
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# ¿ Apr 29, 2024 18:41 |
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Ever wondered what it looks like to be sitting next to a Rocket Engine that has failed and starts spraying fuel all over the test pad? Well now you can watch that in highspeed 240fps. https://www.youtube.com/watch?v=f-4n-2MtECE&hd=1 Highspeed starts at 30 seconds in.
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# ¿ Aug 26, 2014 18:56 |