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SofusRud

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  • About me
    Sr. Spacecraft Engineer
  1. try a 100% reusable space program. Or if that's too much, a "no-debris" space program
  2. If you hold down Shift whilst on a ladder and then press space, your Kerbal will push off from the ladder instead of just dropping. If you press A and D whilst holding Shift on a Ladder, your Kerbal will turn their head left or right
  3. Is there then no button on the linux version that does the "duplicate part(s)" thing in the editor then?
  4. no I don't think it does. Only thing about the keyboard itself is that it's a danish keyboard, but that shouldn't affect the alt key
  5. I have a problem in that for some reason, the game doesn't register my use of the "Alt" key, neither for bringing up the Debug menu or to duplicate parts in the editor. I have checked, and the key works fine on my other pc or when I'm out of the game. The functions of that key don't seem to be listed in the rebind section of the options menu, so I don't know how to rebind it. I'm running the linux version on SteamOS. Please let me know what to do here
  6. I've been having trouble with the bindings for my steam controller. It is supposed to switch bindings in game depending on situation, such as "flight", "editor", "map" and so on, but it falis to do so, and is always stuck on "menu". I am on the linux version, using SteamOS, and would like to know if there is a way to fix this. Apparently there is a plugin for this that is automatically included with the steam version but I'm not sure if it works.
  7. I've been having trouble with the bindings for my steam controller. It is supposed to switch bindings in game depending on situation, such as "flight", "editor", "map" and so on, but it falis to do so, and is always stuck on "menu". I am on the linux version, using SteamOS, and would like to know if there is a way to fix this. Apparently there is a plugin for this that is automatically included with the steam version but I'm not sure if it works.
  8. so apparently the Alt key on my keyboard isn't working. I tried to see if I could rebind it in the options menu but I'm having trouble finding it. Does anyone know what I have to do to rebind the Alt key for the vessel editor?
  9. I got fed up with the low performance of my pc in 1.05 and recently built a new SteamMachine for gaming. This necessitated restarting my career game as I couldn't be asked to transfer the save file, especially since it has been a while since I last played, might as well restart.
  10. So I recently built a Steam Machine and wanted to try playing KSP with the fancy controller. I ran into an issue however, with both the official and user submitted controller bindings. The configuration is set up in such a way that the controlls are bound differently depending on whether it is in "Menu", "Flight", Docking" mode, etc. However, when I try playing, it doesn't switch depending on the situation, and I'm stuck in "Menu" mode, even when building or flying vessels. Does anyone know how to fix this, or a way to manually switch these?
  11. So I recently built a Steam Machine and wanted to try playing KSP with the fancy controller. I ran into an issue however, with both the official and user submitted controller bindings. The configuration is set up in such a way that the controlls are bound differently depending on whether it is in "Menu", "Flight", Docking" mode, etc. However, when I try playing, it doesn't switch depending on the situation, and I'm stuck in "Menu" mode, even when building or flying vessels. Does anyone know how to fix this, or a way to manually switch these?
  12. Today, after a prolonged absence from KSP, I decided to try out some ideas, and experiment with the new parts in the process. I wanted to make a new kind of reentry and landing system for single kerbonauts. So I built a prototype, stuck it on a hastily thrown together rocket and launched it: [IMG]http://i.imgur.com/0q80wUWh.png[/IMG] The pilot had to get out of the pod located inside the fairing to get into position. If I develop this idea further, it won't have a pod inside the fairing, and I'd probably want to make the whole thing a bit smaller. After properly boarding, the payload is separated from the test rocket, and reentry happens: [IMG]http://i.imgur.com/4nMdjiTh.png[/IMG] [IMG]http://i.imgur.com/G7xmYdTh.png[/IMG] [IMG]http://i.imgur.com/hGWdjmah.png[/IMG] It's too bad that I didn't get a shot of the craft ejecting from the housing, cause it looked pretty dope. Anyway, here it is: a twin engine jet microplane... or is a jetpack?... jetsuit? Either way, it flies pretty well, is easy to control and very stable, although it pulls up kinda slowly. It lands via parachute, although it might be possible without one... Havn't named it yet, but it is just a prototype for now. [img]http://i.imgur.com/lo8M6Kxh.png[/img] [img]http://i.imgur.com/mfjqtq6h.png[/img] [img]http://i.imgur.com/Qng66Ovh.png[/img]
  13. That is assuming that the Gamepad is used properly for the port, and that they don't just use the same basic control scheme for all consoles and ignore touchscreen comepletely.
  14. So, I'm at tier two with most of the buildings, and I decided that I wanted to be able to launch a payload of 20 tons, and be able to recover as much of the cost of the rocket as possible. After a a number of failures: The biggest problems were that my mass limit is 140 tons, and I also had to have a wide enough base that it wouldn't tip over when landing. So in the end I came up with this bad boy: By using the bigger rocket tanks, I was able to reduce height and increase the width of the base, making it far safer for landing. A little while into the launch the 3 LVT-30s are shut down, once the mainsail can manage a good enough TWR, since they have a slightly lower ISP. The first stage needs to get an arc that either reaches or almost goes out of the atmosphere, whilst at the same time sets it up for a landing at the peninsula east of KSC. This allows it to be recovered at about a 80% rate. The booster has air-brakes, and should always have a sliver of fuel left for course corrections and touchdown. There are five chutes, as well as the probe core and reaction wheels inside the cargo bay. Then second stage kicks in. With a 20 ton payload, the second stage has a little over 900 m/s of delta-v, which is enough to put it into orbit and allow it to deorbit for reuse. After putting the cargo into orbit, the second stage deorbits, and land with parachutes. with good aim, I'd be able to recover an even greater portion of the cost from this stage.
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