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About paulprogart

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    Spacecraft Engineer
  1. Please let us know what you were drinking and where we can cheaply find large quantities of it.
  2. Already acknowledged as a stock bug, and there is a workaround part .cfg file change:
  3. @eberkain If you're OK with writing simple scripts you could try AutoHotkey. It's ideal for the situation you describe, i.e. using controller buttons to click things on screen.
  4. I had one of these... when I discovered it was a bug I hand-edited my save file to turn it into another part... I think a fuel tank. (No I did not take the fuel from it.) If you are comfortable doing that kind of thing, it's a fairly easy fix.
  5. This is getting pedantic, but it's actually not officially called the Cheat Menu, it's called the Debug Toolbar. (Citation: the API docs, and also if you watch closely "Debug Toolbar" is what it says when it first opens, before the tab title quickly overwrites it.) The Cheat Menu is an informal name. Now there is a Cheats Tab in the Debug Toolbar, so is that name justified? Well let's see... Set Orbit and Object Thrower are easy, because they're clearly cheating physics. The Difficulty tab is really just a bunch of aliases for Difficulty Settings so I'm not sure why that's under Cheats.... historical reasons maybe. The main tab is interesting as it has a bunch of different options... some are clearly other physics cheats. Some are odd options that actually seem more like debugging options, so perhaps those don't belong there. But the rest I would classify as economics cheats. The game does have a fixed set of economic rules, and while you can argue about how much sense those rules make, these options clearly subvert those rules. So they're cheats. However, you'll be happy to know that the portion of the Debug Toolbar dealing with Contracts does not fall under the Cheat tab. So, you can mark contracts complete at will and rest assured that, according to the game, you are not "cheating", you are merely "debugging".
  6. I'm no rover expert but I have done a lot of driving on Minmus. My rover (more like a big trash can on wheels actually) had a big reaction wheel bound to a toggle group... so going over a cliff, I'd activate the wheel and SAS so I could line it up with terrain, almost like a plane. After landing, I'd wait for it to stabilize, then turn that off. In Minmus' gravity there's tonnes of time to react. I've saved some pretty spectacular flips. Got good enough where I could fly over edges at 10 m/s or more and routinely stick the running landing, though I only tended to do that when I was goofing around and didn't mind F9'ing. Rarely had to though. (But on the Mun, much different story...) Even did a route not unlike the one shown, though I wasn't trying to collect science all the way down... just at the flats. Collecting on the way would make it trickier. Pulse the brakes and apply reverse motors at the same time for faster stopping. Though that still only works up to a point... e.g. going 20 m/s down the slope shown it's not going to do much. In the flats it'll work fine though. Not arguing with this, I'm just saying that one can actually do quite a lot with a land vehicle on Minmus.
  7. They'll produce double, but only if you provide double the science. So you have to run every experiment twice. Thankfully, when reviewing stored data the game is smart enough to send experiments to a lab that a) hasn't run it yet and b) isn't full. Of course if you're bringing them to the labs from elsewhere it also means storing everything twice en route, which means two separate science containers (or RGUs). If you can do that, though, it definitely works. I did it in my career game around both Kerbin and the Mun to really help extend my tech. It probably shouldn't work the way it does as it makes it too cheaty, but since it does, may as well use it.
  8. @DStaal is correct that ARR is the default pretty much anywhere in the world. If you really want to get into the legalese read but if not here's a relevant quote from the summary:
  9. Or maybe just use TweakScale: As to OP's suggestion of doing this in stock, I'm no expert, but hard experience in the game taught me the corollary of the real-life statement above: If you're trying to do things with massive amounts of ion power, you're not using ion engines "correctly". There are other, better alternatives. (Though they may require unlocking other areas of the tech tree in career mode).
  10. But It's KSP! Heck I pulled two all-nighters on KSP when I was full into my first game. Hadn't done once of those since my early 20s (in my 40s now).
  11. Persistent Trails caught my eye as an upgrade candidate, but it turns out it's already 1.2.0 compatible officially, and I tried the installer with 1.2.2 and it seemed to work fine. The thread OP and Title aren't updated for it and the original author is AWOL, but on the last page @JPLRepo posted updated releases for 1.1 then 1.2, so I'd say that qualifies as official.
  12. Ehhh just make something like this mandatory for KSP: Problem solved.
  13. The fomula is proprietary, but Wired went and did a spectrographic analysis some years ago: Heavier stuff than I thought it'd be.
  14. New version v1.10 released! LSM now features an in-game configuration UI courtesy of @linuxgurugamer! So no more messing about with a .cfg file, unless you really want to. Also note that I have tested LSM with the KSP 1.2.9 prerelease and it DOES NOT WORK. I will update for KSP 1.3 once that is released.
  15. Definitely modded. There are no "docking" vs. "construction" ports, port "hatches", or "passable nodes" in stock game. P.S. Amusing TLA conflict on CoT, I never noticed that before.