ThatBum
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Everything posted by ThatBum
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My engine sounds seem to stutter at regular intervals, it sounds like problems with the loops tessellating to me.
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Yeah. If you're experiencing framerate issues, put it to the right and it will increase your framerate at the expense of slowing down the simluation/not running it in real time. If you want the physics to be the most accurate and you have a powerful CPU, put it to the left. The value is how much time between frames the physics engine is allowed to think. If it can't finish when the time is up, the game runs slower than realtime but framerate is preserved. You can tell if it's doing this if your MET timer goes from green to yellow, or yellow to red is it's very bad.
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Note this is single stage to orbit. It could require additional fuel from a station or separately sent tanker to leave orbit and go somewhere.
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Is the attachment point of the cockpit indeed mated to the attachment point of the cargo bay, and not those side nacelle things? Maybe the torque from the cockpit's stabilization is pulling it off, or the density (weight/volume ratio) difference of the parts is. Try strutting it to the cargo bay if it isn't already. You also might have an older B9, the spaceport version is outdated. Get it from its forum post. You might get more help if you post your problem there as well. EDIT Scratch that, as of today it's been updated there. Never mind.
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You must have one of Romfarer's mods. It's a workaround for some sort of engine issue. It will be removed the the default behavior restored eventually, according to Romfarer.
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I've been told that Protractor and Kerbal Engineer still give some information that MechJeb 2 does not. I wouldn't know, because I don't use either.
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Calculating Delta-V For Landings and Takeoffs
ThatBum replied to CalculusWarrior's topic in KSP1 Discussion
If the planet has an atmosphere, you could use aerobraking to help the landing. This is noted in the image. Though, I'd say that logically they would be similar, with the aerobraking doing some of the dV work for you. -
Calculating Delta-V For Landings and Takeoffs
ThatBum replied to CalculusWarrior's topic in KSP1 Discussion
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In order to use a slingshot and go where you expect to go instead of...somewhere, it takes a lot of planning ahead. Not to mention waiting a long time for the planets to align. The type of alignment that allowed the Voyager missions to happen happens once in 175 years. I'd would be a similarly massive undertaking to get an entirely gravity powered Kerbol system grand tour. See Wikipedia's thorough article on it.
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Post your space station MEGATHREAD
ThatBum replied to joppiesaus's topic in KSP1 The Spacecraft Exchange
It should be missing a solar panel. -
If you're willing to go that far, make a pack and put it on Spaceport and/or make a thread for it. I'm sure many old-timers would enjoy it.
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No problem, glad I could help.
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on the mun with a useless rover..
ThatBum replied to Warscribe's topic in KSP1 Gameplay Questions and Tutorials
Always test your rover on Kerbin first, to make sure it indeed works adequately before committing to sending it somewhere. Drive around the slopes of the launchpad to test stability. -
copy a set of items from VAB to SPH
ThatBum replied to zapy97's topic in KSP1 Gameplay Questions and Tutorials
I've run into that problem occasionally. It seems completely random. I can get the part to go away if I delete it by clicking on the parts list. Unless it's the command pod that's stuck to my cursor, that is, in which case I have to leave and come back. I thought that if you leave without saving, it saves your ship as Auto-Saved Ship. -
Use MediaFire or Dropbox.
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Do you mean this one? I don't know otherwise.
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Well, there is Kerbal Alarm Clock. Does pretty much what you asked.
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Steam keys are up.
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copy a set of items from VAB to SPH
ThatBum replied to zapy97's topic in KSP1 Gameplay Questions and Tutorials
If you end the flight and tell it to go back to the SPH, it will bring you to the VAB without editing that line. -
copy a set of items from VAB to SPH
ThatBum replied to zapy97's topic in KSP1 Gameplay Questions and Tutorials
Open your craft file with a text editor. On the third line it should say "type = VAB". Change it to "type = SPH" and move the file to the SPH directory. -
[Theoretical solution]How to escape Eve
ThatBum replied to RatoZumbi's topic in KSP1 Gameplay Questions and Tutorials
Some have done it with the Airship mod. -
Well, nuclear explosions aren't chemical explosions. I don't think there will be nuclear explosions in KSP. Unless something went kattywampus with the NERVA engines maybe...but eh. Not to mention the massive EMP that would be released from such an event.
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I aim to please. As for the topic, I don't think I've actually blown up anything in space, all my explosions tend to happen early on in the atmosphere where there are large amounts of thrust and structural strain. I'd also imagine that space explosions would look like some sort of shockwave. Unless hypergolic fuel was involved, that could also cause problems.
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I think people who like KSP aren't really the demographic that Twitch is aiming for. I wouldn't like watching someone playing KSP live, personally.