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Posts posted by Cerberus738
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Been watching for this revival! Awesome news!
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cool dude!
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I'm having this problem too. SAS is causing the roll. Right at launch SAS just pins the torque one direction and its roll time. I can counter the roll manually and stabilize it and then SAS just pins it the other direction. yaw and pitch work fine other than the constant rolling throws it off. Its only in the lower atmosphere. Fins. no fins. gimbal. no gimbal. fairings. no fairings. its frustrating.
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On 11/25/2016 at 8:01 PM, RealGecko said:
TAC LS, ScanSat and wheels are not supported
This is so exciting!! Haven't loaded it yet but still excited. Thank you very much!
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It's just part of the skybox. You can't go there.
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What is this?
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On 8/5/2016 at 3:48 PM, Loren Pechtel said:
No legs to break, the current problem child is a 7.5m fuel tank with a docking port on top (which I later realized isn't needed--the crane that brought it needed a docking port but this one will never be used again) and power on the sides. It's mission is to provide the power to run the drills and then a big place to store the output--this base is intended to fuel deep space operations so I'm building it big.
Vessel Mover sounds good if there were such a mod but there isn't anymore. It broke with 1.1.3 and the unofficial fix in the thread is 404.
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The winch is from KAS. Dragging it is an option. You're legs may explode and everything might fall over and apart but yes you can drag stuff with the winch. Pushing is probably easier. Or combo! There's also a mod called vessel mover that lets you move things around. Good for placing base modules.
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Just for reference I don't have kopernicus installed. Unless it's left overs? I had it installed before when your mod was one big download. I've since deleted those folders.
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@Berlin Hey buddy! I dunno if this has been brought up and i don't have time to read the whole thread right now. Kerbin shows through the Mun! If you are on the surface it doesn't show through but if you zoom out it will start to show through.
Here's a pic in orbit.
http://steamcommunity.com/sharedfiles/filedetails/?id=728468918
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Tma - 6 on the Mun had its waypoint marker underground. It's the monolith a ways North of the equator on top of a big hill. The monolith is there but the waypoint was inside the hill. I alt-f12 it.
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On 7/7/2016 at 7:49 PM, Berlin said:
no problem! you owe me screen shots
And here you go! They are steamshots so its all links.
http://steamcommunity.com/sharedfiles/filedetails/?id=727318495
http://steamcommunity.com/sharedfiles/filedetails/?id=727318335
http://steamcommunity.com/sharedfiles/filedetails/?id=726964188
http://steamcommunity.com/sharedfiles/filedetails/?id=726963968
http://steamcommunity.com/sharedfiles/filedetails/?id=726614902
http://steamcommunity.com/sharedfiles/filedetails/?id=726614956
http://steamcommunity.com/sharedfiles/filedetails/?id=726614810
http://steamcommunity.com/sharedfiles/filedetails/?id=726370512
http://steamcommunity.com/sharedfiles/filedetails/?id=726370697
The shots are sort of grainy and i'm not sure why. Must be a problem with steam.
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There's also the in game kspedia which has a lot of instructions. The learning curve for the game is very steep.
The tutorials are more of a mission setup letting you try certain maneuvers before diving right into the game. They do a bit of teaching but there's a limit to the hand holding they can do. The tutorials are pretty short so if you mess it up just start over. Don't make the same mistake twice! ;p
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16 minutes ago, nachomaiz said:
Hi, great mod! But I'm having some trouble with it. I don't know if there's a fix for this (I've been googling and searching this thread and can't find any instance of this happening to anyone else, I'd imagine it has happened but I can't find any specific bug reports) but when I switch back or load a vessel with IR parts all of the movable parts start wobbling uncontrollably and after 15 seconds everything breaks off. I've lost a bunch of stations like this and can't figure out what the problem is.
Any help greatly appreciated!
Clipping through IR parts and having docking ports attached directly to IR parts seem to cause some fun glitches.
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Hey nightingale. I had this too. Tma-1 contract had no description and the way point is way off in the ocean opposite side of Kerbin from ksc. I went out there just to check it out and you can't complete it by swimming around it with a kerbal. I was going to try reinstall and do it all again before I reported but life got in the way. Sorry I have no logs. I also noticed a considerable slow down of the game with this contract active.
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but i like the new textures and skybox!!! This is my first visual enhancement mod and i like that its all inclusive. Maybe i'm the only one
Great work. Is there a way i can join a list to keep getting the whole package the way you intend it to look? I like that i don't have to piece it all together and hope it works.
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Maybe I don't want to redesign my plane.
Maybe I would rather just tweak the wheels and have it work
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Just now, EnderKid2 said:
I think you can toggle overlay from the tracking station, so you don't need the part in orbit.
Hmmmm good to know! I don't use the tracking station much.
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Change friction on rear wheels. Should be at least double your front wheels. I try not to change the front wheel settings as then your steering goes all wonky
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You need a the scanner to activate the overlay. You won't have to scan again but there's no way to see the overlay without that part in orbit. Once it is scanned you can be in any orbit to activate it (with the scanner part)
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Just now, Berlin said:
no problem! you owe me screen shots
Deal! Might be a few days though. I don't get a lot of time to play Just saw this come up and had to get it ready!
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It works!! Happy Panda! ha ha. Thanks buddy.
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So the download links in the OP seem to be disabled?? Me sad panda. I tried searching for the high res download on spacedock but all that comes up is med res and low res.
Low Power Flight ( and I'm Back! )
in KSP1 Discussion
Posted
There is a mod out there that lets you split a large burn into multiple maneuvers. I can't remember what it's called right now. So you plan your encounter with one large burn and then can split it into multiple burns and your encounter should stay the same at the end.
Otherwise you would have to figure out the math yourself.