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kraden

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Posts posted by kraden

  1. @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!

  2. 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。

  3. 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.

  4. @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. :P 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!

     

  5. @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?

  6. 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.

  7. 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.

  8. @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.

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