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Posts posted by RandomKerbal
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5 hours ago, kerbiloid said:
Google, "hitchhiker whale petunia"
(A long and dull explanation).
Basically, a meme from that book. Missiles get turned into a whale and a bowl of petunias falling on the planet.
The whale is here.
THERE'S NO LIFE ON LAYTHE, it was the Infinite Improbability Drive all the time!
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Imagine if there's actually some easter eggs INSIDE Jool...
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On 6/26/2021 at 6:05 AM, morgoth said:
So, I guess my question here (and pardon me if it has been answered before) is: Would I have to start a completely new savegame if I want to start using KIS2, or the stock system, to avoid breaking my existing crafts in orbit/planets?
I don't think so, but it's for sure that you will have to replace the KIS boxes on your stations all over again...
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I found the guy who did all that:
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Even Woomerang Launch Site joined the fun now...
Now people are putting a lot of KSP locations on Google Maps, wonder if this is my fault (just kidding)
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Who put "Kerbal Space Center" at
Unnamed Road, Kerbin, Tanzania
in Google Maps??
SpoilerYou will see many deaths...
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Just saw this post today, and I have been wanting such mod for a long time, way back in KSP 1.2.2...
I have a few questions. First, there is a feature known as "Same Vessel Interactions", where parts can push each other on the same vessel. Does parts that are attached on other animated parts have the same effect when moved?
Second, Does the engine gimbal animations works as well?
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23 hours ago, IgorZ said:
There will be a new KIS release after I'm done with KAS.
I have seen you entioned about the "New KIS" for quite some time, is it a completely new mod? Most importantly, is it compatible with the current KIS? (as well as the stock one)Nah. Nothing. -
19 hours ago, OrdinaryKerman said:
Stock inventory needs a part to have ModuleCargoPart to be put in a container, and many mod parts still don't have it. So this nod allows parts from any mod to go in stock inventory without waiting for those mods to be updated to include the module.
"Stock inventory..."
Or do you mean "stock parts"?
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I have been using KIS till now, and I never touched the stock KIS before, so I don't really understand what does it mean by "...which will add the ModuleCargoPart to all parts which don't already have it". Does it mean that not all the parts can be placed in the stock inventory? Or does it mean that some parts that should have inventory, does not have?
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On 3/17/2021 at 8:58 AM, Kerbaderp said:
Ok, thanks.
I've noticed TU doesn't affect fairings. I guess there is also no workaround for this?
You might have to use mods that provides fairing panels as a part, with TU support. Maybe Procedural Fairings"?
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1 hour ago, IgorZ said:
It's physics. You've attached more than 2 tons of mass on a tiny sized attachment node in the worst configuration possible (up side down).
Like supporting an elephant with the tip of your finger...
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Is the name OPT from The Miracle Of Endymion? There is a company that has the same name in it.
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On 3/8/2021 at 1:37 AM, Kerbaderp said:
If parts have variants, is it possible to make some shiny and others less shiny (or turn off TU for some variants)? Or is TU for variants either on or off?
Thanks.
I don't really think so, as far as I know, all the parts were considered as one "part" group in the code, and it would require a lot of time for the modder to use separate codes for every single part, but anyway it depends on the modder.
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On 3/3/2021 at 1:12 PM, cinemagic said:
If you connect a for example crew cabin to one end of a cargo bay. the cargo bay will not be considered sealed even it's closed during flight, and anything inside will produce drag.
2. The mk4 tail cargo piece cannot seal anything inside. Any stuff inside will cause drag. and it produce the same problem like above when connected to cargo bays.
Oh, is this true? I never notice that. I only pay attention to the aesthetic of my ship everytime I build one.
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Should I even post this?
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On 1/17/2021 at 3:52 PM, BionicPianoMan said:
I'm having an issue and I can't seem to figure out what's causing it. Forgive me, for I'm brand new to ALL of this. Idk how I didn't know about it earlier, but I just recently discovered KSP and I'm having a blast. Then I found about mods and holy moly did my blown mind blow again. Anyhoo, apologies if this isn't the correct place to ask this:
In the VAB, when attempting to add the Electric Screwdriver to the cargo absolutely nothing in the EVA Items appears when I'm in the Cargo tab. Doesn't matter the vehicle, or even SPH. I can't figure out if I'm doing something wrong, as I'm attempting to learn how to use everything, or if it's legitimately a glitch or conflict. I have two active contracts where I have to (1) attach a solar panel to a satellite orbiting Kerbin, and (2) repair a satellite orbiting the Mun. My goal was to do both in one trip. I know I don't need the screwdriver for the repair, but I'm pretty positive I need it to attach the new solar panel.
I'm running on macOS Mojave (10.14.6), 3.6GHz Intel i9, 32GB RAM, Radeon Pro 580X 8GB, KSP 1.11. Output log and ckan mod list can be found here.
I've tried scouring the interwebs for a solution, but haven't come across anything with the similar problem.
As I've recently discovered the game, as of Jan 5, I've only more recently discovered the community. And holy cow, what a community. Thanks in advance for the help, and again my apologies if this isn't the right place to submit my problem.
I haven't played KSP for some time, but according to my previous experiences, you need to load the crew before putting items into their pod inventory in VAB/SPH. Otherwise the items won't appear.Whatever... -
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https://bugs.kerbalspaceprogram.com/issues
So this is how you guys know which bug is it..
Just notice today, quite useful though.
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15 hours ago, IgorZ said:
It depends on the final approach of KIS integration. At this point I tend to think that the new KIS will be replacing the stock system while using some features of it (parts creation, aligning, etc.)
Maybe a cheaper screwdriver for welding parts for career? (I don know if the stock laser-welding machine cost a lot as I haven't update KSP)
Or pausing the in-game time when attaching parts, so that I could attach the parts precisely without having the Kerbal/Ship drifting around.
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This topic is very very old now, but more useful and gorgeous in the earlier versions of KSP, where part textures are unimaginably bad.
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On 12/10/2020 at 11:39 PM, DiscountSpaceNerd said:
When I used Near Future Spacecraft parts, the dragon 2 inspired command pod had a capacity for 3 kerbals, however, I have seen a few crafts using it and stating it has a capacity of 4. Any explanation? Is that some patch?
Here's an example of such craft from NationStates' Aurora program. (Aurora Program | Kerbal States | Kerbin Space Exploration Administration)
Hey, I have seen pictures like this before, how did they make it? I know Kronal Vessel Viewer can do something similar.
[1.12] Extraplanetary Launchpads v6.99.3
in KSP1 Mod Releases
Posted
Perhaps, you mean that you are really impressed by this mod, and would like some improvements in texture because they are kinda out-of-date. However, you could use words like "bland/plain/not stock-alike" instead of "ugly/sticking out/my god(in terms of describing negative things)". That would sound more sincere and polite. (but if u really are mocking this mod, then i have no words)