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Posts posted by MR L A
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On 5/8/2021 at 6:45 PM, MechBFP said:
They didn't. It was cancelled.
Regardless the switch's CPU is ridiculously weak. 1 GHZ if I remember correctly.I mean, being 1GHz doesn't make it inherently weak or even slow depending on IPC, architecture etc. etc.
But in this particular case.... yes it would be diabolical haha -
16 hours ago, GuessingEveryDay said:
Wait, why is the name so specific? What about the console bros?
It's always that way lol
WOO!
It had been so long since the last KSP-loading I was getting worried But this has totally made my day! -
5 hours ago, ShuttlePilot said:
Stable space shuttles are hard to build, especially if the 'Vector" noozles are being used
Shouldn't that be "*aren't* being used"? The Vector's gimbal means you don't have to worry about CoT aligning with CoM quite as much - and in situations where it's too powerful... well that's what the throttle control is for lol.
Also, I love a good *noozle*. -
On 4/24/2021 at 5:24 PM, ColdJ said:
I think they are concentrating on getting KSP2 up and running, anything new is up to independant mod makers I reckon
there's two completely different companies working on the games lol. KSP 2 is not being made by SQUAD, so I don't think we need to worry about that part lol
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I think a retexture would be a good solution..
Like if it was *just* the battery portion of the z-100 and get rid of the colossal grey block its mounted on -
On 1/26/2021 at 10:43 AM, Cyne said:
I don't want any additions, I just want a update purely focused on bugfixes and optimising the game. Mods exist.
yeah... until they don't. By that logic the base game might as well include absolutely nothing and all the content should come from mods.
we've not heard anything development-wise for quite a long time now... longer than usual?
Anyone else slightly worried? -
Why would you make a poll before finding out what actually happened?
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Today, like every day, I did some tweaking to that ship I posted a few weeks back :)
Also, we've not had a dev update since November 25, 2020 - anyone else worried that nearly half a year has gone by since we've had word on any updates? -
Just use an upside down decoupler, one of the structural tubes, and a nose cone.
or even better an upside down engine plate and a nose cone
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I was thinking of sharing this creation with a video, but I'm so pleased I'll pop up a picture first
Presenting...
The IliadIt's inspired by NASA's Nautilus X and is assembled in orbit including the fully functional (it spins) modular centrifuge - no need for launching a doughnut rocket and its 100% stock parts!
I've not quite finilased the design yet but this is what I've been doing today Testing! But mostly admiring it in flight - I'm not the only one that does that right?Also, this is the first image of one of my designs I've ever shared!
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Oh, I thought of another one - which is by far the hardest part of the game....
waiting for dev diaries. -
53 minutes ago, king of nowhere said:
it's much more practical than to specify "from a 78x81 km 1.5 degrees inclination orbit"
When? It is never "more practical", only ever more convenient. For practical purposes, as much precision as possible is required. Convenience is a pretty big factor though, which I hadn't actually considered, but even then its only useful in passing comment
You're right about it being more applicable to our purposes though, seeing as KSP has a definitive line when the atmosphere just stops and low orbit definitely starts
Taken from the KSP Wiki:QuoteHigh Kerbin orbit (HKO)
In analogy to the real world high Earth orbit (HEO) a HKO describes a stable high orbit around Kerbin. The altitude of a HKO typically is higher than the KEO (2863.33 km).
This is actually less annoying than I thought the definition of HKO would be, considering that altitude actually has importance... Kerbin synchronus orbit
So I guess you could chuck a mid-orbit from semi-synchronus up?
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Am I being dense or just not understanding something?
When I set my ship to prograde, the mod does what it should
When I set the same vessel the radial in, it carries on spinning (in warp) like the mod doesn't exist? Am I doing something wrong?
Mod version is latest on CKAN 1.9.1.1 -
Not sure if I already posted here or not...
But for me, simply seeing the missin through is the hard part.I build a craft, launch it... does it have enough dV left to get to Duna and back? Yes? Good. Revert without completing the mission lol.
I really should stop doing that, because there's a thousand adventures to be had when something unexpected happens and I miss out on them
For me though, I think the most enjoyment is in the VAB/SPH and constant tinkering. So I guess I'm just playing the game how I enjoy it most
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It's not necessary. By that I mean the futher sub-division of what are frankly completely arbitrary terms isn't needed. The lines between "high" and "low" are a bit blurry, and it seems silly to group satellite A as "low orbit" and satellite B as "high orbit" when there could be just a single meter in altitude difference.
I'm somewhat critical of whichever part of human nature it is that insists we continually categorise things, especially when it offers no tangiable benefit, breaks down completely under any logical scrutiny because there's always an edgecase that blurs the boundary, or worse creates more confusion than if the category simply didn't exist to begin with.
If you're in orbit, specify the altitude. High/mid/low is so vague as to be completely useless to anyone that might be remotely interested.
I realise I sound rather grumpy with that post, it's not aimed at you personally or anything like that - it's just an issue that bothers me far more than it should. Like when I worry about the heat death of the universe at 3am -
18 minutes ago, Kerbart said:
Support on the KSP website is just a "sendto" URL which will open in whatever application you have set up to be your default mail application, to send an email to [email protected]. You probably clicked "yes" without properly reading the dialog that prompted you to ask if this was the app you wanted it to be the default for mail.
I've worked in customer support and this sort of scenario is 100% the most irritating to deal with lol
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On 3/29/2021 at 1:06 PM, wpetula said:
On PS4, I never leave Kerbin's SOI because consoles don't have access to physical time warp. I don't have the patience to wait hours for an interstellar burn to finish in real-time.
It is possible to hook up a keyboard to the PS4 and gain access to physical time warp that way, but it's too much of a hassle. I bought the game again for PC instead.
It takes like ten seconds longer to get to Duna that it does to the Mun lol
2 hours ago, Starhelperdude said:I personally never used the Strategies thing in career mode, it just seems to complex for me or smth.
There is actually a superfun way of doing career mode with the strategies... its not how its meant to be played, its also complex. Far more realistic though.
Start the game with enough reputation/funds/science to activate whatever strategy it is that takes 100% science and converts it to funds. Unlock ALL nodes with science - but the option to make it necessary to purchase researched parts before use must also be on - this way you've not really unlocked all the parts yet.
Basically, all of your sucessful science missions now generate FUNDS instead of science. FUNDS are then used to unlock parts instead of science... like in the real world cus yano, observing some goo in space doesn't *actually* make a better rocket engine... -
Hi all!
When downloading craft - a lot of builders include a tonange to some specified orbit - usually 100km - and sometimes another tonnage to a greater orbit if the launch vehicle is capable (250km, to Duna etc.)
I would like to add these values to my own designs, but I'm not particularly keen on simply strapping on weights until I find the limit. I know the rocket equation should provide me with the answer I'm looking for, but I'm wondering if anyone out there has created a spreadsheet recently that includes options for number of stages/boosters where I could just plug in a bunch of values like stage isp, wet/dry mass?
Thanks! -
On 12/29/2020 at 12:32 PM, Boyster said:
Must be because of all the issues with extra mass and magic accelerations, the kraken is putting a Christmas reminder.
Funny thing is, the craft(s) with the unstable orbit lines are just geostationary relays (in perfect orbits to the meter and hudreth of a second) - which is a recipe for this behaviour, BUT they're worse than before the update - they were more stable before hand, but obviously not perfect.
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4 hours ago, tonimark said:
90 mods
and there's your problem. On my old 8GB machine I ran under ten mods. None of which added any assets to the game.
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On 12/18/2020 at 8:51 AM, Walker said:
OH MY, OH MY! I can't believe this, I've been waiting for years for this! Is this true? Is flickering orbit lines bug finally gone in modded KSP?! If yes, I love you guys!
Orbit lines are now less stable for me than before lol
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You'd be better of using transfer to target followed by match velocity in the maneuver planner.
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On 12/21/2020 at 3:30 PM, Richard Deckard said:
I'm a purist, no mods just all the expansions and a long complex career mode. With flights on the way to pretty much every body, I just rendezvoused with a comet, sent my scientist to collect a sample and he's now floating away with no jet pack. Why didn't you provide default equipment to existing flights? Any way to roll back to an older version on steam?
Im like you... except I do use visual mods - I mean, why not enjoy real world plume right?
in answer to your question though... oversight. You might be able to rendezvous with the kerbal using the ship you got him there with, and get close enough to switch to the scientist and hit grab. Would be hella frustrating though lol
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Look at all those
chickensbug fixes!
KSP 1.12!
in KSP1 Discussion
Posted
Aren't updates meant to be quarterly? I'm sure I read ages ago in a dev diary that's how they were doing things now... could be wrong