Hupf

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About Hupf

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    Curious George

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  1. The Cabriolet Glitch

    As per information about your KSP version and which mods are installed would be helpful as well.
  2. You can customize your Difficulty Options for Career: increase funds rewards, decrease decline penalty. Also have a look at the administrative strategy which I forget the name of - it decreases contact rewards and increases "world first" rewards proportionally. That way, you still get the contracts for ideas/funds, but don't have to rely on grinding for funds.
  3. HD Textures?

  4. Jumper Cables

    https://www.xkcd.com/695/
  5. With the Advanced Tweakables Setting enabled, that would be possible.
  6. How to Align your ship in orbit

    Since it was not mentioned yet: for more precise rotational alignment during in-orbit assembly, you can use multiple docking ports (e.g. on a bicoupler or carefully placed radially). In the VAB you cannot make multiple connections (i.e. having loops in the ship graph instead of it being a tree), but in space, you can.
  7. Will it work?

    As a german, I second this. Remember last time we tried to take over rocket science?
  8. You can always design your craft in the career game, save it (doesn't cost funds). Then copy the .craft file to to the sandbox save and test it from there.
  9. How Do You Name Your Craft?

    https://en.wikipedia.org/wiki/List_of_spacecraft_in_the_Culture_series
  10. ckan fix for 1.2.2

    Instead of manually installing mods, you can force ckan to install them if deemed "incompatible" using the CLI: https://github.com/KSP-CKAN/CKAN/wiki/User-guide#using-the-cli & https://github.com/KSP-CKAN/CKAN/issues/881#issuecomment-104538090 Pro: if the mod gets updated, CKAN will automatically manage it in future (it would list, but not update manually installed mods AFAIK) Con: you have to get the package name from the GUI first and also would have to care yourself for any dependencies in the same way.
  11. How about a Civ clone? Kerbal Politics: Using the Kerbal approach to strategic weaponry or why there is only KSC left on the planet.
  12. So how much are you willing to pay for a coder's time on this then?
  13. Terrain problem

    By risk of clarifying the obvious: you can easily set flags as your target from the map view, allowing you to take advantage of the appropriate navball markers for fine-tuning your landing/rendezvous.
  14. Also, when building the lander, keep in mind the TWR. The lower it is, the longer it takes to slow down, making landing harder. Higher TWR engines are usually heavier and/or less efficient, so you'll want to compromise.