|
Sinister_Beekeeper posted:How are you all getting close to the asteroids? I tried the scenario and get to the intercept then it simply moves too much faster for me to get near if I try to move closer and I am not finding anything useful on the Youtubes to tell me what I am clearly doing wrong. You want to intercept it so that you're both traveling the same direction. If you intercept going opposite directions you'll never have enough thrust/fuel to catch it.
|
# ¿ Apr 5, 2014 19:04 |
|
|
# ¿ Apr 25, 2024 23:11 |
|
Rectus posted:
I've noticed solar panels are working fine in the shade on the Mun, so it might not just be the asteroids.
|
# ¿ Apr 5, 2014 20:19 |
|
Just don't strut between the fairings and the bottom half of the rocket for 'stability' Luckily it was just an unmanned probe that got stuck inside.
|
# ¿ Apr 10, 2014 05:39 |
|
Nth Doctor posted:illectro has used a train-like setup for interplanetary travel, before. Add a pair of nuclear engines to the front of your rocket, and have them tow the thing to wherever. Holy poo poo that's brilliant, I spent so much time building train setups only for it to fall to pieces.
|
# ¿ Apr 10, 2014 17:41 |
|
I think at some point (and possibly still) Mission Controller would auto-recover ships below a certain altitude with sufficient chutes.
|
# ¿ Apr 10, 2014 20:01 |
|
Platystemon posted:I can confirm that pulling asteroids is the way to go. There is one caveat: the engines must be mounted sufficiently far from the surface of the asteroid. Otherwise the asteroid blocks the exhaust and nothing happens. Can you just unlock the gimbal to get it pulling directly against the COM?
|
# ¿ Apr 12, 2014 09:07 |
|
Green Tea Erotica posted:I had the genius idea to try my had at making a Space Station a few days ago. Which was no problem got it in space and a good orbit. Right click the docking port -> control from here Right click the docking port on the target ship -> set as target You can also 'cheat' to make it easy for yourself and point the docking port on both ships at each other. Once that's done you make sure your prograde marker is sitting right on top of the target marker, if it's not you'll have problems. Use the docking mode button in the bottom left, space swaps between rotation and lateral movement. Edit: Pretty sure I found a bug or the KSO solar panels are stupidly strong when deployed. Running with DRE and FAR. Spookydonut fucked around with this message at 17:32 on Apr 12, 2014 |
# ¿ Apr 12, 2014 17:29 |
|
The Green Calx posted:I've had quite a few bugs this release as well, including the phantom force making my ship rotate for seemingly no reason when I applied thrust. Did you try pressing backspace to reset the camera on Kerbin? That fixed it for me.
|
# ¿ Apr 12, 2014 19:25 |
|
Farmer Crack-rear end posted:I think Squad still needs to implement moons actually being shadowed by planets. Sometimes my ships on the surface still get solar power through the planet, then sometimes on the Mun the surface is lit up but I get no solar power because the Mun is being shadowed by Kerbin.
|
# ¿ Apr 13, 2014 18:26 |
|
Bootcha posted:I think the wiki has some of it, but I did some experimentation and found out if you land in water that is considered part of a land biome and not just "water" you'll get a "splashed" condition for that biome and rake in a few more science points. http://kerbal-science-remaining.s3-website-us-east-1.amazonaws.com/ This is a pretty cool thing I found on the KSP Forums, drag a savefile into the webpage and it tells you what science is left to find, though there are a few things wrong (pressure readings on the Mun for example).
|
# ¿ Apr 16, 2014 04:50 |
|
haveblue posted:Jeb on his commute. Took off from the spaceport runway, met up with the transport cradle in orbit, now on the way to refuel at the Vall station before heading down to Laythe. As per earlier in the thread, if you flip the engines so they pull instead of push you get a more stable ship.
|
# ¿ Apr 16, 2014 06:30 |
|
Is that the n-body plugin?
|
# ¿ Apr 17, 2014 10:17 |
|
Gau posted:Wait, there's an n-body plugin? I could not deal with SOIs and crap? Yes, but no. It's also quite bad. http://forum.kerbalspaceprogram.com/threads/70881-0-23-5-Orbit-Manipulator-Series-%28WIP%29-%28Updated-March-12-2014%29
|
# ¿ Apr 17, 2014 13:39 |
|
SocketSeven posted:Yup N-body physics allows for orbital perturbation. I suspect the plugin doesn't take planets and moons off rails (I haven't used it though). quote:1. A very simple(primitive) linear limited NBody implementation. Not quite accurate but still give some challenges for mun transfer orbit or even interplanetary transfer. It will only affect the vessel you are controlling, and only by celestial bodies. default ON, toggle: RCtrl+RAlt+N. So you don't need to stationkeep your satellites. It also has atmospheric decay for orbits inside the atmosphere and the big feature, warpable ion engines. quote:3. Warpable engine for those ion thrusters. You can use "Throttle" slider to setup the thrust in time-warp, you might then notice that these thrusters do have over-powered thrust...
|
# ¿ Apr 17, 2014 15:17 |
|
Holy poo poo I love FAR. It's the difference between the KSO shuttle barely making orbit and easily making a 300km orbit. gently caress the stock KSP drag model forever.
|
# ¿ Apr 19, 2014 18:27 |
|
Geemer posted:I can't wait for the drama when 32-bit mods aren't compatible with 64-bit KSP and vice versa and mod creators not wanting to support outside of their comfort zone. I can't wait for Squad to lay the hammer down on some of this modding bullshit.
|
# ¿ Apr 20, 2014 18:01 |
|
Maxmaps posted:On what exactly? Took a week off so I may be out of the loop. Last I checked it was only Flowerchild being well, himself. Donation stuff in-game was the most recent thing I saw.
|
# ¿ Apr 20, 2014 18:13 |
|
Hel posted:KAS has an anchor, though I haven't tried it. Using a KAS anchor, the anchor would hit the ground, dig in, and your craft will either break the cable/winch/mounting or swing downwards into the ground quite fast.
|
# ¿ Apr 22, 2014 10:08 |
|
nimper posted:I set mine at 200m/70km with a 45% turn and it seems to work fine with most rockets. That causes my rockets to do flips at about 3km.
|
# ¿ Apr 27, 2014 10:01 |
|
nimper posted:Add fairings and make your rockets look more like dicks. Also add wings around the bottom to move the center of lift behind the center of mass. I'm using proc fairings, the thing is positively phallic. I've found about 80% turn shape causes no issues.
|
# ¿ Apr 27, 2014 13:31 |
|
I like the telescope mod but as has been pointed out before the amount of science you get from it is waaaaay too much.
|
# ¿ May 5, 2014 14:17 |
|
NatasDog posted:Is there a mod that will list the biomes and research types you've yet to do for them on each planet/moon? I thought someone posted a link to a mod that would at least alert you whenever you entered a biome that has untapped research potential before, but I'll be damned if I can find it itt. http://kerbal-science-remaining.s3-website-us-east-1.amazonaws.com/ That's probably what you meant, it reads your savegame/quicksave. There's a mod called ScienceAlert that lights up when you have new science you can do.
|
# ¿ May 5, 2014 14:51 |
|
Flagrant Abuse posted:With the addition of the Custom Biomes mod, I decided that was a good reason to design a one-way Eve rover/base. It is... large. 19 tons, 80 parts. That's a neat design, where are the tracks from?
|
# ¿ May 10, 2014 19:27 |
|
Avenging Dentist posted:That's the nice thing about OSI licenses: most of them disclaim any warranty of the code being any good, and they also require that you give proper credit to the creator. Squad should definitely leverage the fact that thousands of other programmers want a license like that and just say "use an OSI-approved license" (maybe with a couple of suggested licenses like MIT and GPL). That should make the legalese a bit easier. Further stipulate (even though it should be unnecessary) that the license must allow forks/derivative works/incorporation into other mods. Just to really stick it to the rear end in a top hat mod makers.
|
# ¿ May 18, 2014 18:01 |
|
I think a stipulation that mods may not have a phone-home or update check function, unless it is disabled by default.
|
# ¿ May 19, 2014 12:56 |
|
The problem I have with KAS is the pipes. If you connect up a surface base with pipes, save and then load, the whole thing freaks out. Cables are fine though.
|
# ¿ May 25, 2014 10:06 |
|
maltesh posted:Weird. In all the bases I've built using pipes, in all the time I've used KAS, I've not had any issue with that. That unattached ground pylon as the central connector might be the key here. The more mass of the ships the more the ships freak out for me. The ground pylon might act as a kind of buffer to prevent movement.
|
# ¿ May 26, 2014 06:04 |
|
Met posted:Delta-V indicators The biggest argument at the moment for adding simple/essential mods into the base game is that they won't break every other version.
|
# ¿ May 27, 2014 11:00 |
|
If you go back a few pages Maxmaps discussed the whole female kerbal thing and how they're looking to add them in a way that isn't just changing their spacesuits pink.
|
# ¿ May 28, 2014 19:12 |
|
Arsonide posted:So the reports are plain text json somewhere. All we have to do is make up a bunch of bullshit json reports and send them to that server. Not enough to be considered an attack or anything, just enough to make the data useless as he wouldn't know if it was real or not. Let's make "gently caress you Majiir" the #1 mod on modstats
|
# ¿ Jun 17, 2014 20:42 |
|
He could quite easily just manipulate the data to make Kethane the number 1 mod.
|
# ¿ Jun 19, 2014 05:18 |
|
Does KSP or FAR model ground effect?
|
# ¿ Jun 28, 2014 02:40 |
|
Samopsa posted:I don't know, there's almost always a KW rocketry part that's a better option compared to stock. It's not that big of a difference, but I can always squeeze out some extra dV by just replacing stock engines with KW-engines of the same tier. Yeah but now you have to consider the cost.
|
# ¿ Jul 11, 2014 12:01 |
|
The FAQ is wrong about not seeing a benefit from 64-bit with less than 4gb of ram, 32-bit threads are limited to 2GB per thread
|
# ¿ Jul 16, 2014 02:56 |
|
Felime posted:"Better Than Spyware" Hey, just fork his fork and post it yourself. Better yet, everyone should do that. Fill the add-on forum with threads.
|
# ¿ Jul 18, 2014 15:16 |
|
Felime posted:Yeah, let's not start some forums invasion poo poo here. I was just making a dumb joke. So was I. I'm just disappointed because Maxmaps had indicated action would be taken before 0.24
|
# ¿ Jul 18, 2014 15:27 |
|
Just add mechjeb to all pods, there's a little mod manager .cfg file floating around which does it all for you.
|
# ¿ Jul 18, 2014 21:39 |
|
Dongattack posted:Why are the "Test This Part" contracts so hilariously specific? Hardly even worth picking them up when you pretty much have to dedicate one launch to testing like one or two of them. And they're only worth <1000 Kesos
|
# ¿ Jul 19, 2014 13:24 |
|
Tenebrais posted:Does anyone else think the mission control building is too small? It's the smallest building on the campus, and tucked away at the back, despite being probably the second most important. More critical building, so a smaller target means less chance of losing it in an hourly disaster.
|
# ¿ Jul 20, 2014 03:57 |
|
|
# ¿ Apr 25, 2024 23:11 |
|
ArchangeI posted:You wanted a challenge And also chart the surface of Jool
|
# ¿ Jul 20, 2014 18:03 |