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Epthelyn

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    Junior Rocket Scientist

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  1. There's no "easy" facility as such, but you can move active ships from one save to another by editing the save file (persistent.sfs). Open persistent.sfs and find the "FLIGHTSTATE" line, beneath which there will be the version number and the UT (time) of the current save. After that information look for "VESSEL". Between the bracket following that and the corresponding closing bracket (indentation aligns, so it's easy enough to see where the block ends) is the information about an active vessel, including flight data and the part data and its corresponding action groups and modules. Copy that entire block from VESSEL { until the closing bracket into any other KSP save and your ship will (or should, mishaps permitting) be exactly where it was in the other save. Just be aware that a saved ship from the persistent file is...er...quite long. The Orbiter from the Orbiting 101 tutorial scenario, for example, is just over 4500 lines.
  2. Adjust the minimum pressure required to deploy the parachute. The default 0.04 means that parachutes will deploy fairly high up in the atmosphere (~17km if the wiki is correct: http://wiki.kerbalspaceprogram.com/wiki/Parachute#Deployment) where the terminal velocity is still far beyond the safe limit. Increase the pressure and the chute will deploy lower in the atmosphere giving drag more time to slow it down before deployment. I can't say what a safe value actually is because I don't tend to drop entirely unmanned vehicles onto the surface except when they're to be destroyed (everything I safely return is probe-controlled) - perhaps someone can provide that information EDIT: This is also partially solved by using drogue chutes to slow things down before the main parachutes.
  3. That depends entirely on what is causing the loading time. "Resetting" the rocket requires the game to reposition everything from the persistence file (because all planets and orbital/sub-orbital vehicles will have moved) and put a multi-part physics-loaded object back where it came from. Your simple reset isn't quite as simple as you imagine it to be.
  4. This thing? Not sure that's exactly what you want, but it fits the "circular graph" description, sort of.
  5. Yes, but it's probably a reasonable guess to say that the majority of KSP players are now on Steam: - We had the option to transfer to Steam from the KSP Store, which quite a lot of people made use of - The Steam store advertises the game considerably more than Squad ever did, even if a number of those potential Steam buyers then choose to buy the game from Squad's store instead. Even without Steam actively advertising (although 'actively' is the wrong word in an automated system): - The game frequently appears in the top seller list - The game is very near the top of the list of games rated on Steam by user reviews - anyone looking at that list will see KSP in the top 10 or so (That list: http://goo.gl/wX1sd3 currently 9th). In the end it's safe to say the number of sales is "quite a lot"
  6. Depends on the rover. With smaller vehicles I tend to just ignore the asymmetry and compensate with extra reaction wheels if necessary; it usually isn't because by "smaller" I might "tiny, and light". I usually send larger rovers in sets of 2+ to maintain some symmetry; that is, radially attaching them to the side of a larger lander, landing that craft and then detaching the rovers and letting them slide off somehow. That often involves a curved ramp leading from the position the rover will drop onto down the the ground to ensure that it remains the right way up instead of landing on its back end and falling over the wrong way. Adds a bit of weight, but means I'll always have a spare rover* *provided I don't need 2+ rovers to begin with
  7. After having to fly Bill to the Mun to rescue Jeb on my first career save of the latest version, I can safely say the answer is "Badly". In fact Bill was also trapped there and I gave up the save entirely due to lack of funds. I'm too used to having a system kicking into prevent spinning and phantom yawing on demand, and without it maneuvers that I can perform whilst taking SAS for granted because nightmarish. I would really like to give SAS-less missions a go though. Added challenge = more fun. Ineptitude barrier, away with thee!
  8. $23/266 hours = $0.086/hr That's meaningless though really. I have games I paid more for and have barely played, yet KSP sits in 2nd place on my list of most played Steam games I'm far from bored with it and will continue to play it for hundreds more hours - in fact as soon as I have time I will makes sure to knock TF2 off the top (only 19 hours ahead) and declare KSP the best game of all time Note: Team Fortress 2 isn't the best game of all time, and is far from it. It just...eats time...
  9. Disabling quicksave is beyond idiotic. Disabling quickload and re-enabling that when a glitch occurs isn't. That's how I play; any mistakes I make are punished, but I'm not going to lose out because the game didn't like one of my rockets. ----- Had 3 "Kraken Attacks" a couple of days ago when launching probes to all the planets; sent 16 up into LKO, then set 13 off into interplanetary space and quit the game. When I reloaded the next day all 13 of those probes displayed "On escape trajectory out of the Sun" and 2 of them instantly imploded the game and forced a restart (NaN m/s, KSC screen froze up) and another disintegrated for no reason and accelerated out of the system at several million G. Surprisingly, none of the other probes were affected and the save wasn't corrupted.
  10. I've yet to make a successful Mk3 aircraft. If you're using jet engines you need to have a lot of them...and then add some more. It's equivalent to trying to launch a 3.75m rocket with 1.25m engines; it's possible, but more trouble that it's worth. Hopefully we'll get some (at least) 2.5m jet engines at some point. That'll solve this problem. As for the bug, I wasn't aware that such a bug existed. Can't help you there
  11. If I haven't already got a permanent satellite in orbit around the target body for temperature science, I'll adjust the orbit to something suitable (if necessary) and leave it there. If I have already got a permanent satellite I'll usually just leave the contract satellite in orbit; I like having a lot of orbits around planets. If there are too many of them I'll just deorbit them, but I haven't reached that point yet; the maximum I have around a single planet other than Kerbin is Duna, with 5.
  12. This seems like the best solution. Just cut the science gain to whatever you think you should be getting and play with that
  13. Recently: - Heading the wrong way to reach orbit on a Mun mission. My "training" rocket for engineers and scientists to hit level 3 ASAP has 4 pods around a central stack with a probe core. I forgot to switch to the probe core and didn't notice my mistake for quite some time. - Boosters destroyed the upper atmosphere/transfer stage of my interplanetary science probe, leaving it with not enough fuel to do anything useful. - Launched a single stage rocket to do a quick aerial survey. Parachutes were in the first stage and opened on the launchpad. No Kerbals harmed, but still annoying. - Plane landing on the tier 1 runway flipped on a bump on touchdown. Miraculously this happened with one of only a few planes I've ever built that have an abort system and the Kerbal lived to see another experimental flight and got some surface samples. - Set the SAS mode to antinormal on launch by accident. Only a small rocket so it was over quickly
  14. Yeah, it's almost empty most of the time. That's assuming that you mean the the ksp.nabaal.net server made back in 2012 (http://forum.kerbalspaceprogram.com/threads/21641-Community-TeamSpeak3-Server-In-space-WE-can-hear-you-scream!). Would be nice to raise awareness of that, even if it just gets a few more people trickling in every so often.
  15. None really, but that's almost certainly because I've heard them at least a hundred times each. I usually end up playing other music over the game anyway; iTunes has a weird (yet convenient) habit of playing parts of the Transformers film score* when I'm launching rockets. Much more interesting to launch to that than to have silence for a few minutes followed by the inevitable "Frost Waltz" at 69km *Pretty much the entirety music collection is film and video game music.
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