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About Sarxis

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  1. There's a way in Hyperedit to save the changes to a file which loads every time you start KSP. From HyperEdit - Kerbaltek: "Can I save the positions of planets after changing them with Planet Editor? Yes! Version 1.3 saves your changes to a file and then reloads them on startup."
  2. It's alright - just ended up using Hyperedit to change the Mun's initial rotation orientation from 230° to 150°, which put the Farside Crater on the... far side. Thanks for your help!
  3. I do have Kopernicus! I also didn't think about Hyperedit (mostly because I've never personally used Hyperedit.) But I was curious if it's possible to change the game files by hand directly, because hacking my core game files is my preferred way of destroying my KSP installation
  4. I want to switch the facing of the Mun. It's always bothered me that the Farside Crater faces the Mun's prograde orientation instead of, you know, actually facing the farside (Eastside Crater too for that matter). So I am wondering if it's possible to delve into the game's core files and manipulate them easily just to turn the Mun 90° to rectify this IMMENSE and SERIOUSLY IMPORTANT issue. Thanks for any info!
  5. Had a Kerbal start rubber-banding after he landed head-first onto the ground and just wouldn't stop accelerating. Don't even ask! It's still giving me nightmares
  6. Most of the time I keep up with quicksaving so that I can just F9 if there's any silly mistakes. Every so often I might give up on a mission if I have multiple other missions going on or I forgot to do a timely quicksave, thus making the effort of sorting how far back I will have to 'time travel' to fix things just not worth it.
  7. My custom Dres probe and rover needs a little more dV to make it there with room to spare; I call it 'Dresser'. Thanks for reminding me! "EXPLORE IT ALL!!"
  8. I finally am starting to use KIS to build things in situ. Built this little impromptu buggy after I flew out to the local area to do some ground research. Much fun learning to use KIS! KAS too!
  9. I setup a high atmosphere orbit over Kerbin at ~56km, and I used Mechjeb's Translatron to maintain a prograde velocity that would overcome the low drag from that atmosphere to keep my periapsis and apoapsis consistent. Required a bit of fine tuning to get as much eccentricity out of the orbit as well as balancing acceleration with drag.
  10. Well, I've got quite a few planet packs installed, so I'd like to visit more of these planets and setup more bases (with Planetary Construction mod producing ships in distant star systems). I'd like to orbit the black hole that's nearby too, see what the astrophysics are like at those G forces.
  11. Only thing is, I have the slider on many, if not all, ship components. So does it only work on armor pieces, or all pieces?
  12. What is the Armor Thickness slider supposed to do? I'm using BDArmory version for KSP version 1.7.3, and I've been looking all over the web for what this slider is meant to do, but I haven't found any information.
  13. I wonder how easy it would be to slow down the part unfolding animations. They are so nicely done, but happen rather quickly in-game. Is that all controlled inside the .dll files?
  14. I had a question - does having multiple workshops near a kit help with the speed of construction at all? I haven't tried testing or looking into that.
  15. So what I did was I made it so that the assembly line bases can produce MaterialKits from Metals, which can be refined from MetallicOre (both of which are Community Resources in the CRP), and also made the vanilla drills able to mine both ores at the same time. Had to switch the ISRU patch from making MaterialKits from ore to the MetallicOre>Metals path, but that was easy to replace. Had to hack the ore containers to also be able to contain Metallic Ore, Metals, and MaterialKits for transport purposes. Definitely not a pretty solution, but I haven't tried integrating the switchable
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