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Rocket In My Pocket

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Everything posted by Rocket In My Pocket

  1. As I understand it, they are "packed" away, and without the proper "unpacking" tools you won't find them in any usable form.
  2. I mean this is gonna sound crazy, but hear me out. What if, stuff like decouplers and fuel tanks; what if they were all different colors for easy visual sorting? Maybe even a slightly different pattern or shape, or... Oh, wait. They used to be exactly like that, and then someone thought it was a good idea to make them all look the same and white.
  3. I've seen a bit of confusion on the subject, so I think it needs clarifying. The Munar launch site isn't a console exclusive, it's just coming to console first. "With the History and Parts Pack you will also have the ability to launch your crafts from 4 additional complexes: the Woomerang Launchsite, the Dessert Complex, the Island Runway and a brand new Mun Launchsite, not currently available on PC!"
  4. Haven't gotten around to actually flying the mission start to finish yet, but I've tested it at each stage (Launch to LKO-Mun Transfer-Mun landing-Return/Re-entry) and am confident it's fully capable. Still, wanted to share as I really liked how "kerbal" this rocket came out looking! (I hadn't played KSP in awhile and after underestimating the Dv demands at first, I started to take a "MOAR boosters approach lol.) Not sure if I'll get time to revisit this, run the whole mission, and take more screenshots, but I'd like to. Atm I just call it the "MunLiner." Seats 112 Kerbals. Again, I'm just sharing for fun, I haven't actually, technically completed the challenge in it's entirety yet.
  5. Looks like a pretty bog-standard RUD. Have you tried autostrutting/regular strutting the plane some? Probable cause: The 13.5 G's you experienced at some point, most likely from a hard bank, ripped the plane apart.
  6. I usually just eyeball it. Can heavily depend on the vehicle itself though, and your return profile amongst other things. Can you use the debug menu on console? I like to teleport my spaceplanes up and test them in a de-orbit a few times to get a feel for it. I don't typically concern myself with landing ballistic return vehicles like those commonly found on rockets near the KSC as they aren't worth recovering anyways given so little of the original vehicle (and thus cost) is left by the time it returns from space. SSTO's and/or spaceplanes are a different story though as you stand to gain a lot by recovering them closer, my rule of thumb is starting the burn 1/4 to a 1/5 of the total planets circumference before the KSC; when it comes to anything with wings. Then I drop the Pe to 0 right on top of the KSC. Atmo heating is fierce, but brief, and once you are done riding that out, you can start dialing in your approach to the KSC and refining it visually. (That it works for me and my designs is no guarantee it'll work for you and yours though. Lol.)
  7. I'm on my phone so I can't find the link, but I think it's better time control or time warping mod? It'll let you throw the game into slow motion whenever you want, you can make it super duper slow like almost standing still or anywhere in between. I assume that would be a big help, and give you all the time you need to access the controls with one hand. Hope you feel better soon! UPDATE: Home now, here's the link:
  8. We'd need a pic prolly to do any real troubleshooting. However, I've moved off balance stuff before by reducing throttle and making sure SAS is at full strength. (Turn off caps lock mode.) Slowly increase throttle until you find the tipping point, then back off and keep it there.
  9. The thumbs up icon says "Like" when you mouse over it.
  10. Whilst I agree they are pointless, and I hate all things Facebook/Twitter/etc... I use them for; When I like what someone has said but having nothing substantial to add to the thread myself. So I "like" it but don't respond otherwise. When I really like something someone has said I both respond and "like" it so as to communicate that fact to them. It also sends the person a notification, so if you are going to respond to someone and not quote them; a "like" will get their attention so they might see your post. Other people use them and value them, so I take part in it as a sort of "social contract."
  11. I think you're right about that, it was just "reacts" for awhile wasn't it? Like "so and so reacted to this!" Well...actually it still says that but it also says "like" when you mouse over it so....I'm confused lol.
  12. To be honest, I'm not entirely sure myself after all these years. In my experience, it can be different for any given computer. I've had computers that liked it on the lowest setting, and computers that liked it on the highest. Your best bet is to test it yourself with the "space station scenario" as that's a pretty good number of parts for a benchmark; and see which way get's you more "green clock" and less yellow/red.
  13. Welcome back! It'd be difficult so sum up everything that's changed since then; it's a lot! You can check out the KSP weeklies, or skim the patch notes to get a rough idea, or just play and learn as you go.
  14. My first asteroid grabber; Ronin1. I really struggled with wrapping my head around asteroid interception at first, and made a thread here asking for help, which I received in abundance. Seeing my old pics of this ship always reminds me of how awesome the KSP community is, and makes me proud to be a part of it.
  15. Neither KSP or Space Engineers is going to allow you to do what you are describing. KSP models one solar system, Space Engineers models like a few randomly generated planets and some asteroids. Neither game models anything past what you immediately see upon starting them. If you actually want to travel to Alpha Centauri in person the only game I know of where you can actually do that is Elite Dangerous, whose game world is basically a 1:1 recreation of the Milky Way Galaxy.
  16. *Cough, cough, cough, MECH-JEB! COUGH, COUGH* Sorry, must be coming down with something. Lol.
  17. If hill climbing is the specific problem, try mucking with the wheel options in the right click menu. Increasing friction and playing with traction control could help you crawl your way up the incline.
  18. I mean...locking retrograde in surface mode basically is auto-landing on any vacuum body. All you have to do is run the throttle a bit. The only thing missing from stock is any info on when and for how long to do your landing burn; however you can just make a maneuver node, or feel it out on your way down, doesn't need to be a "perfect suicide burn." Rather then let the computer do it for the player, why not empower the player with the info he needs? The predicted suicide burn length + predicted time till suicide burn that KER gives is all the info you need to run the throttle accordingly. I'm sure a stock version of this could be done, now that we have stock Dv.
  19. I recently got into Elite Dangerous and so discovered the excellent "Sidewinder Radio." A mix of relaxing and upbeat space themed music. (Plus a few "in universe" ads and messages but they are rare.) https://www.radiosidewinder.com/listen-now/ Also, the Metroid Prime soundtrack obviously.
  20. Multiplayer would be a huge waste of limited development time and resources. KSP is a single player experience at heart, 90% of your playtime is spent in an editor or a map screen, or time warping to a maneuver node. Just because something would be nice to have, does not mean it's worth having.
  21. Mk1 Prototype Cockpit My first "mod." They took my favorite command pod out of the game, so I went back into my old install folder and grabbed the file, threw it into the newer versions part folder and went on my merry way. Later, I saw others complaining about the removal so I packaged it up a little neater, smoothed over some minor issues, tweaked the stats so it wasn't a carbon copy of it's newer replacement, moved it up the tech tree and re-branded it as a prototype, and released it as a mod. Even later on, I begin to feel like it was looking pretty outdated compared to the the other command pods and decided to update it, the first "real modding work" I actually had to do with it lol. (I got a lot of help from the community as well!) I honestly never thought it would get any notice, and really only did it for my own use; which I think is how most modders get started. It's got about 4.4k downloads so far, so not bad? Temporary Mk1-3 IVA Fix Then I made a small IVA fix to the newer Mk1-3 after it was updated and they forget to include the IVA. Using what I had learned while working on the Mk1 I swapped in the old Mk1-3 interior until it was fixed proper, which didn't take long at all, yet the mod managed to get just over a thousand downloads in that time. Time well spent I think! Wetter Wings My most popular mod, was the one that actually took the least amount of work lol. A pretty bog standard module manager patch that was inspired partly by my desire for fuel in wings as an aviation enthusiast in real life, but more so because I wanted to learn more about using module manager. It has about 6k downloads now, which absolutely shocks me to be honest lol. So all told..like 11k downloads? I realize that's small peanuts compared to the bigger modders, but as someone who only very lightly dabbled in modding prior, is prolly the worlds worst "coder" (glorified copy-paster really), and only created the mods for himself in the first place; I would have been pretty pleased if they only got 11 downloads lol. I am very proud of how they have been received so far and am happy I could give at least a small something back to such a great community of gamers! (Links are in my signature if anyone was interested.)
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