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How to plan a slingshot manuever? Possible from the ground?
Arch3rAc3 replied to Arch3rAc3's question in Gameplay Questions and Tutorials
That looks amazing! I need a better PC ASAP, the game looks 100x better and more complex than in my limited Console version. -
How to plan a slingshot manuever? Possible from the ground?
Arch3rAc3 replied to Arch3rAc3's question in Gameplay Questions and Tutorials
More for the fun of it. I understand it's not really necessary to be done in KSP, but it seems to be a pretty common thing in real life. Watching Juno's trajectory for example: I have no idea how to even plan something like this in KSP (much less how they can even calculate it in real life xD), but would love to hear some tips in regards to it for KSP. -
Hey, all. I never tried a slingshot maneuver and was looking for some tips on how to even begin thinking about it. While the definition seems simple enough -- using another planetary body's gravity to propel me further towards my target, saving fuel/Delta-V -- I'm totally clueless on how to put it into action. Using only stock tools (as I'm playing on the Xbox), what's the best way to plan for a slingshot with the Mun to reach Duna for example? How do I even figure out how much Delta-V I'll require beforehand? I was thinking the best way to plan it would be by trial and
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An advanced and fully functional IVA system, like this or better:
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[Xbox] Orbit changes during Time Warp in Vacuum
Arch3rAc3 replied to Arch3rAc3's question in Technical Support (PlayStation 4, XBox One)
Might try, although I doubt anything will be done. There seems to be more bugs being added than they care about fixing it - especially on the xbox version. -
Hello all, recently I created this thread in the Console Technical Support subforum, but not only Devs appear to pay zero attention to it, it also doesn't draw any noticeable attention from other KSP players By reading some old threads I noticed players on PC also used to have the same problem; although I never saw a solution, I didn't see any newer threads about this so I assume it has been somehow fixed? Now, this issue is very present in the Xbox version still, so I'd like to share this thread with you guys here (as I assume pretty much all of you reading are going to be PC playe
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Video link: (pay attention to the Apoapsis marker position and altitude) I have no idea of what's causing this. It's happening to every craft I have in orbit, although not with the same intensity (smaller crafts seem to be affected less) This issue is really messing up my game though. Not only Rendezvous/SOI Interceptions can be lost because the plotted course simply changes after the time warp; but in this specific example in the video, I need the AP/PE markers to stay in the same place as I'm deploying a satellite every time the main ship passed through it's AP, this way
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Unable to select part action menu
Arch3rAc3 replied to Leopard's question in Technical Support (PlayStation 4, XBox One)
They probably don't even play the bloody game. With 30 seconds of gameplay you can already be annoyed by the crew hatch interaction menu that keeps popping up everywhere while you're trying to interact with a part. This has been present since the game initially launched (before enhanced edition) and is likely the most annoying non-game-breaking bug there is. Somehow, nobody bothered to fix it. It's just ridiculous. But hey, at least we got 2 overpriced bugged DLCs to buy plus different colours for Fuel Tanks and some engines. What a joke.- 5 replies
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- xbox one
- user interface
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[EE] Allow for a time slow-down option.
Arch3rAc3 replied to Arch3rAc3's topic in Suggestions & Development Discussion
Just got Simple Rockets 2 for Android, not only you can slow down time but you can also pause the game. I kid you not, even with all the mobile clunkiness and the smaller screen, it's still more user friendly than KSP on the Xbox. It's just sad. -
Unable to select part action menu
Arch3rAc3 replied to Leopard's question in Technical Support (PlayStation 4, XBox One)
This has been posted about 2 years ago and the Devs have yet not fixed it. Lovely!- 5 replies
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- xbox one
- user interface
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(and 2 more)
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I have tried completing this contract with all 3 variants of the Terrier engine's shroud, no joy. I have both the "at Kerbin" and "at launch site" green in the contracts tab, then tried activating the engines both by staging and by manual cursor activation, it does not complete the contract. My guess is that when the Terrier has been updated, it's code changed while the contract part code has not been updated, therefore the Terrier engine the contract is looking for is not the same engine we have now. This is just like the bug I reported back in march with regards to the "Hammer
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[EE] Allow for a time slow-down option.
Arch3rAc3 replied to Arch3rAc3's topic in Suggestions & Development Discussion
Yup, it does, and I find myself using it when I remember, but the camera angle is usually not the best when I have to interact with parts on specific (and many times) opposite sides of the craft. A second issue here is that more often than not when I'm trying to interact with a part that's attached to a command pod I keep getting the "crew hatch" menu instead of the part I want, so I always have to change the camera angle so that the command pod is not in the background (behind) of the part I'm interacting with. This camera is mostly useful for when I'm flying planes or docking.