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Posts posted by kraden
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Yeah, I ended up finding that after my post
I get the dissatisfaction with stock. I have two versions of ksp, one with GPP at 2.5x for that very reason, and the other is RO with RP-1 because I hate myself and my computer apparently. -
1 hour ago, Galileo said:
So this is why the likes were turned off? So you could go empty the bucket without someone gaining the competitive edge while you were away?
lol
*like* -
@JadeOfMaar For some reason I am unable to "like" anything on the forum, so just know that I like that craft . Why 2.7x scale, by the way?
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@Misucat without parachutes, do your sounding rockets burn up on entry?
I always had the parachute deploy in the lower atmosphere and that worked for me. Any parachute deployed to high up will burn or get destroyed by aero forces. The atmosphere is too thin for the parachute to slow down enough before being destroyed.
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7 hours ago, Gremillion said:
Huh. Prinicipia must have been broken before. Well, neat!
One easy way to check to see if it's working is to look at your apogee and perigee while on orbit. If they are changing slightly without thrust, that's because pricipia is working and the moon, sun, Jupiter, etc are affecting your orbit.
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I'm fairly certain that is principia as well. I have it installed on my RO install and I get the same thing. If you open principia and change the reference frame to something else (ship I think) it'll look like you're used to.
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@Gremillion to what are you referring?
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@Dale Christopher in RO you need to get to 140km to be in space. The atmosphere thins out drastically past a certain point which is why you were able to circularize. You may notice that your time warp still acts like in-atmo and that your periapsis and apoapsis are slowly decaying. I'd love to know how long your craft can remain there before significant altitude drop!
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11 hours ago, Peter JY said:
Perhaps.First of all, I don’t want to find some Bugs.
You can try it, but you might find bugs. If you don't want bugs then just use 1.6.1.
(looks like you may speak Mandarin so hopefully google doesn't let me down with this.)
你可以试试,但你可能会发现错误。如果您不想要错误,那么只需使用1.6.1。
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On 7/3/2019 at 12:12 PM, Erzengel said:
I'd suggest looking up something like "Part Commander" or "Ship Manifest" so you can access the parts that are hidden behind other parts without having to do the camera clipping limbo to get inside shrouds. I can't vouch for how well they work, since they haven't been updated to 1.7.0, but from the threads people are indicating that it still seems to work.
As an alternate suggestion for Kingtiger, perhaps unlocking the bays could be an EVA action? That would make some sense.
I don't think this would help @meeware's problem. IIRC, if something breaks with Dangit! and you need to fix it, you have to go EVA and select the part to repair. I'm pretty sure there's a setting to not have to go EVA, but if you're looking for that bit of realism then I understand not wanting to use something like that setting, Ship Manifest, or Part Commander. As a recommendation, you could put the bay doors on action groups or just leave them unlocked and open them manually as you mentioned.
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@AstralWither You don't have much in the way of Yaw control (unless I'm missing something). How is the sideslip? Nice, practical-looking craft by the way.
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@AstralWither 7 posts above yours is your answer, quoted here so you have it handy:
On 6/11/2019 at 10:49 PM, JadeOfMaar said:It is available. Just install it / just tell CKAN to not be stiff about compatible versions. But you will need WorldStabilizer to prevent the 1km jump bug when you launch with certain animated OPT parts. And you'll want OPT Reconfig (and its dependencies/recommendations linked in the red text) for much-needed compatibility and performance adjustments.
The long answer is that no one has heard from the mod developer in quite a while, so it's unlikely we'll get an official update. That being said, @JadeOfMaar being awesome, has done some things to keep this mod working. Follow his instructions above on what to install and you should be good. Also, check out the showroom (below) for inspiration as well as a fun space to post your own spaceplanes!
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If anyone cares for my two cents on this, I'd prefer that it stay how it is. I intentionally lock bays occasionally if they don't have anything that I need to access in flight, like batteries. I like the aesthetic and it's nice to only have the correct bays available to open.
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@JadeOfMaar I figured it was a slim chance of animation, but I had to ask
Correct me if I'm misunderstanding, but essentially the EM field is for magnetic confinement? Didn't know that could be used for thermal control. Will have to look into that. Thanks -
@JadeOfMaar it looks gorgeous! I like the nod to the SABRE engine and can see the inspiration there. Please take these questions as curiosities and not requests as I know you're swamped and a bit burnt out as well. Since this is inspired by the SABRE, will the shock cone move forward when closed to create a more aerodynamic profile (if that's even possible in ksp) or will you keep it static? Also, what is the purpose of the EM field?
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@Chilkoot ah, I was born and raised there. Fun stuff! Also glad you got that bit with Karbonite figured out.
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@Chilkoot I can verify that the low altitude scoop works just fine when deployed as @JadeOfMaar described. May also want to ensure you have some electricity being generated somewhere on the craft. I usually have a karbolectric generator on board if I am running karbonite scoops and karbonite engines.
Also, you're not Alaskan by chance are you?
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1 hour ago, Capt. Hunt said:
Hey, @Paul Kingtiger, I was playing around with the conical US fairings, and I had an idea.
What do you think of a parachute wedge? That would slot nicely into the size 1 to size 0 conical fairing. I know you could just attach a radial parachute, but it's not as clean looking, and besides, you could make that argument about all of the wedge parts. I think a wedge version of the Mk 16 parachute would be really handy.
I second this.
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20 minutes ago, ValleyTwo said:
Of the same game? Show me.
Press escape and click "save game". The name you chose for the career will be listed, just change it and click save. Then when you need to select a different one to load from, press escape and select "load game" and you will have the name you had been using before, your most recentquick save, and whatever you recently saved as.
As an example, my load options on a single save are: Xpanse, temp, temp 2, quicksave.
Xpanse is the career save, temp and temp 2 are for when I'm testing something, and then of course the quicksave. If something goes wrong in a temp or quicksave I can fall back on Xpanse, which I overwrite whenever a mission is completed and I feel like it's a good saving point.
If this doesn't answer your question then I may not be understanding your dilemma.
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1 hour ago, Nertea said:
<snip>
Well you might use it now that it doesn't pain the eyes!
I always set up relay systems around bodies and then use the small antennas such as these on the manned craft. It makes it cheaper, smaller, and easier to build. I for one am quite thrilled for the new look these antennas are getting.
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@lunaris69 Yeah, it can be tough, but I imagine doing it in real life isn't easy either. I can totally change the settings per usual, just with the exception of listing veterans. It might be a bit cheaty, but you could change your settings for the duration of a single mission. And fyi, I am a bit of a glutton for punishment. Among other things I also play in 2.5 scale and use deadly reentry.
Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
in KSP1 Mod Releases
Posted
@Paul Kingtiger I second this. Never thought of it but it sounds fantastic! Only issue I can think of is what all you could fit in there besides a probe core. Not sure the satellite would be capable of much.