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KSP2 Release Notes
Everything posted by AlexinTokyo
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Suborbital generally means having your apoapsis out of the atmosphere (if any) and your periapsis below the surface of the body. So for a suborbital flight on the Mun, I would expect you to need to slow down and lower your periapsis until it disappears. To escape back to Kerbin, you will, of course, have to speed up again. Since you need to get a suborbital trajectory for this contract, I'd recommend trying to combine it with a landing contract (if you can) and do both at once.
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Another Windows user here (Win7 x64). I also am unable to rebind keys from the settings menu (primary, secondary, new binding, change binding, all fail). I can clear a binding using the "Clear Assignment" button, but cannot then re-assign a key. Editing the settings.cfg file does work as expected. Please let me know if any further information is required. EDIT: Reinstalling the game appears to have resolved this issue for me.
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Awesome! I was hoping that would be the case. So double bonus points and 5 internet for the first sea-level Eve return in 1.0
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[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
AlexinTokyo replied to TriggerAu's topic in KSP1 Mod Releases
Awesome stuff TriggerAu. Looking forward to playing 1.0 this evening (it's morning here for me too, and I'm at work ) and glad to hear that my number-1 must-have mod is likely to be updated as well -
I think so. It won't represent the whole community guess, but it might give a reasonably accurate estimate.
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Wonder what happens to the predicted time if you ignore all predictions that have already been proved false by virtue of now being in the past?
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Starting again - From model rockets to the Mun (Chapter XIX added)
AlexinTokyo replied to Randazzo's topic in KSP Fan Works
More awesome. Please keep up the great work. I can't wait to see where this is going. -
What are the reasons for KSP not using SI units?
AlexinTokyo replied to Instresu's topic in The Lounge
The only non-standard units in KSP as far as I can recall right now are electric charge (which might as well be magic points for all the relationship they bear to any real-life quantities) and fuel. EC I can forgive as an abstraction or simplification for gameplay reasons. I don't think that having to consider the details of power, voltage, current, etc. would add to the KSP experience. What gets my goat, though, is the use of 'units' of fuel. Why, oh why, can't we get fuel capacities and mass rates in kilograms (kg.s-1 for flow rate) or tonnes, instead of some arbitrary 'unit' which has a different mass for different types of fuel? -
So, the LV-N has been modified in 1.0 to only require liquid fuel, removing the need for oxidizer. Has anyone seen on any of the streams (or would an experimentals person care to comment if allowed) whether there are now non-air/space plane pure-LF tanks for use in NTR-only stages, or if the only option is to drain the oxidizer from existing tanks? Hopefully we can use, for example, an orange tank of LF only, instead of carrying two with the oxidizer drained. I haven't noticed one way or the other on the YouTube videos, but I haven't been following Twitch at all.
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Eeloo, Jool, Dres, Duna, Kerbin, Eve, Moho
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Kerbal Alarm Clock is certainly essential if you're running multiple concurrent missions. A couple of things to be aware of, though: It can only add an SoI alarm for the future while the ship has the focus. So in your situation above, where the encounter occurred some orbits after you switched away from the ship, it will NOT be able to give you prior warning of the change. However, it can throw an instant alarm on background SoI changes. So when your ship crosses the SoI boundary it will pause the game and inform you of this. You will still have to perform manoeuvres in order to change the final results, but it will give you time to do so.
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Won't be skipping work on the 27th (or even the 28th, which is the more likely date for release in my time zone), but the Japanese 'Golden Week' break starts on the 29th, and this year runs straight through to May 6th. I can confidently say I will not achieve much outside of KSP during this time
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Game grows slow as you populate Kerbol System
AlexinTokyo replied to seyss's topic in KSP1 Gameplay Questions and Tutorials
For every object extant in the game, checks are made for (at least): SoI change Planet surface intersection 10%-surface-pressure atmospheric entry (i.e. the notorious delete-your-boosters altitude of 23 km on Kerbin) These checks are made every tick (AFAIK) and are not computationally free. So large numbers of ships and debris will definitely slow down performance. I do not know whether (but certainly hope that) having an object's status set to 'Landed' skips these checks so bases and Kerbals EVAing on the surface are 'free'. And yes, this is an area where optimisations could be (and hopefully have been, in 1.0) made. -
The Oscar-B Awards! (Results Are Out!!)
AlexinTokyo replied to BagelRabbit's topic in Kerbal Network
Since the "Best Series" category didn't exist when I made my initial nomination, I would like to nominate DFWanderingKid's series, " " for best series. -
Out of Curiosity: Is this why we have the Mohole?
AlexinTokyo replied to MalfunctionM1Ke's topic in KSP1 Discussion
Has a developer actually stated that it was accidental? I have always assumed, dangerous I know, that it was a tribute to the Russian 'Mohole' experiment. I guess I thought that they put it there after naming the planet. -
(Turn-based) Kerbal Multiplayer Collaboration
AlexinTokyo replied to Thunderous Echo's topic in KSP1 Discussion
So, in a week, we need a 1.0-release-and-simulation-model-change mitigation plan. *poof* it never happened? Try to port across anything that can be ported? Play on backed up copies of 0.90.0 for the foreseeable? Anyone want to share their thoughts? -
Here is my solution:
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I think 2D is Jahn - a German national who was part of the USSR Interkosmos program. And 20A must be either Wang or Yang, although there's no way to determine which Kasper was actually thinking of. That likely makes 18D Revin.
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ï¼ Volodyuka Thank you for Jahn - I couldn't find him. That makes 5A Mukai (Mukai Chiaki, first Japanese woman in space), as Kanai is only an Astronaut candidate, and has not flown yet.
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I think it's all people; started looking at missions, but couldn't get many that fit. Here are my guesses so far: 1D: Tereshkova 3A: Carpenter 3D: Cristoforetti 4D: Atkov 7A: Armstrong 7D: Aldrin 8D: Shepherd (Shepard after the fix) 9D: Ride 10A: Lu 11A: Hadfield 12D: Guidoni 15D: Eisele 19A: Leonov My only problem - I can't see any 4-letter cosmonauts for 2D except Volk, which wouldn't fit with Armstrong for 7A.
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The Kerbalnauts Hymn Almighty SQUAD, creator brave, Whose arm hath coded autosave, Who bidds’t the moons and planets all Into their fixéd orbits fall; Oh, hear us when we cry thy name, For those in peril in the game. Oh play’r! Whose actions shape the course, Of program, ships, and Kerbals coarse, Who plots the future with thy nodes, And knows what ev’ry burn thus bodes; Protect us when we seek thy aid, From peril in the ships thou made.
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The Oscar-B Awards! (Results Are Out!!)
AlexinTokyo replied to BagelRabbit's topic in Kerbal Network
Doesn't really fit in to the categories listed, but: Nominee: DFWanderingKid Nominated for: Best Showcase Channel, Best Educational Channel For his series " " -
Accidentally Deleted Mission/Ship
AlexinTokyo replied to davidpsummers's topic in KSP1 Gameplay Questions and Tutorials
Claw (I think) was working on a tool for this; let me go find it. EDIT: Found it. It's called InflightShipSave (Scroll down to the 'Miscellaneous Utilities' section). I've never used the tool, but I recall reading that it was working quite well. Caveat emptor and always take backups. -
I'm pretty certain there's no way in stock, although there may be a mod which would allow this. (Docking Port Alignment Indicator doesn't, as far as I can tell.) What reason do you have for wanting to be able to target individual ports from further out than 200 m? If you can let us know what you're trying to achieve, we may be able to suggest a different solution.
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(Turn-based) Kerbal Multiplayer Collaboration
AlexinTokyo replied to Thunderous Echo's topic in KSP1 Discussion
I think being on cycle 3 already is actually a good sign, as it means that there are at least a few players who are genuinely pushing to keep it moving, instead of just waiting for everyone on a list to finish. As long as we allow new players to join and players who miss a cycle to rejoin, I don't think we should have too many problems.