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Everything posted by micr0wave
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yeah, within physics of course.
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Which one uses more cpu, one 300-part vessel, or two 150-part vessels ?
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hm, hard to judge what's wrong. Things i suspected before the pic was either the yellow landing hex things bending a bit under increasing load or the kontainers have some other part lightly clipped in. Only idea that comes to mind right now would be to alter the terrain settings, i had planes and stuff sinking into ground and upping the terrain settings fixed that.
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could you post a screenshot ?
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as long you haven't made a quicksave after those warnings, maybe there's one with all the ships still alive.
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some pics from my duna holidays
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The red markers on your pic look pretty close to each other, fine tune your maneuver node to get them closer, once you have them close enough, execute your maneuver and coast to the point of closest approach (those red markers), there you match up speed with your target and start the docking process. For more efficiency (i'm not the right person for that though) you could widen your orbit to just touch the target's orbit and then grab your node (clickhold in that white circle) and move it around to get a good intercept.
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How to reverse a pipe in a savegame?
micr0wave replied to Sharpy's topic in KSP1 Gameplay Questions and Tutorials
If you're not against installing mods, you could try TAC Fuel Balancer, it has the option to balance all tanks, could avoid uneven drain with it. -
I really like the Procedural parts/fairing/tanks/wings etc. helps a lot when it comes to improve looks/reduce partcount. Regarding the toolbar, a lot of the mods have setting options to only use blizzy's, and you can make the blizzybar autohide.
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Why this thing won't go to orbit?
micr0wave replied to Horophim's topic in KSP1 Gameplay Questions and Tutorials
Not sure about the optimal/most efficient way, but i tend to keep my plane below 350m/s under 10km and then acclerate up to 22-25 km with the rapiers still on airbreathing mode, should be above 1000m/s by then. The rapiers are better put on manual switching and maybe the switch (from air to rocketmode) on an actiongroup. There are 4 engines and i can only see 2 intakes, i'd either remove 2 engines (similar sized planes can reach orbit with 2 rapiers easy) or add 2 intakes. If you have trouble to break sound barrier, you can give a small boost by switching to rocketmode shortly, or, maybe better, take a small dive to acclerate. edit: capi3101 types faster than me -
Oh ... so, making a vessel and pressing a button to teleport it is ok, but using MJ to assist (in opposite to instant-hyperedit) is not ? Really too bad, that once MJ is installed there's no way to play without using MJ. When fiddling around with maneuver nodes to minmus for the 100th time is fun for you, great, go ahead, but don't try to disgrace other people who don't share your definition of fun. You should also consider that a lot of people have learned by using mechjeb and probably would have ditched the game if they didn't have that option. I would also vote that all people who yell "REALISM !!!!1111oneone" should have the timewarp button removed, if you pretend to walk, walk the whole way.
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He would of course not teach anyone how-to, he'd rather beat everyone to death who accidentially made a fire himself. Granted, isn't the best analogy, maybe wheels, something with round shapes would have worked better. When patents are actually used as economic weapon it doesn't sound as a good concept to me.
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Patents are being misused for the most part of it. Back in the days ... if there would have been such thing as patenting .. imagine some Apple-worshiping caveman would have claimed to be the inventor of fire.
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Mad Rocket Speed! OP nukes, for testing purposes
micr0wave replied to Mad Rocket Scientist's topic in KSP1 Mod Development
There is a .dds plugin for gimp, not sure about paint.net -
sounds almost like a variation of science alert xD
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Helping Squad to make KSP more awesome #Crowdfunding
micr0wave replied to Lubo's topic in KSP1 Discussion
Why crowdfunding ? You could just buy some more copies. -
both .....
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There's this mod http://forum.kerbalspaceprogram.com/threads/105399-0-90-S-A-V-E-automatic-backup-system-0-9-9-281 which might be something you were asking for. edit: ninja'ed by katateochi, his mod sounds good too
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Search for other speed units (km/h)
micr0wave replied to ShadowDragon's topic in KSP1 Mods Discussions
It's been some time, but i'm sure i saw a plugin which offered several speed units(km/h, miles, mach), if it's just for having the km/h readout, you shouldn't need a mod for it (1h=3600sec -> 1m/s = 3,6 km/h)