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KSP2 Release Notes
Everything posted by tjsnh
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There will be another update on Friday with more castle/city icons and one or two of the funky alien/insect themed space ones I need to edit. When I'm done, it should have all the lego logos/icons.
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A collection of Lego Space logos, formatted for use as KSP flags. Also includes a good number of city/castle/etc logos. http://www.curse.com/ksp-mods/kerbal/222393-lego-space-flags
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Mod edits tech tree, how to avoid duplicate parts in VAB?
tjsnh replied to tjsnh's topic in KSP1 Mod Development
Well, ideally I'd like to be able to "uninstall" my mod, which is why I haven't just over-written the original files in /squad -
Intended for career mode. So I've toyed around with making a mod to re-arrange a few items on the tech tree. I'm starting small - just swapping the stayputnik probe controller and the mk1 command pod. The method I used was to make a copy of the stayputnik and mk1CP in the mod directory (with the appropriate file paths and directory structure) with everything exactly the same except for the tech required. This results in a duplicate part once loaded into KSP - changing the requirement for the mk1CP in my mod doesn't seem to over-ride the default mk1CP, which is still available at the start, and it creates a second one upon unlocking the tech changed by my mod. What am I doing wrong? Is there a better more generally accepted way to re-arrange parts on the tech tree?
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Also, does anyone have a sample .cfg of a planet with an atmosphere?
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Is it possible to add in a gas giant without using Jool as the "template" ? basically, I want to have a gas giant that's blue, with a blue orbit, on the zoomed-out map (like sentar is in the base mod)
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Well, the thing is I'd like to create a planet just beyond jool/eeloo without sentar in the system ...
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Other than planetfactory, are there any planet addition/editing mods out there? I'd like to add in a planet or two beyond jool, just regular stuff nothing super fancy.
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Would love to see some kind of payload shrouds in an upcoming version that didn't need to be built from heavy flatpanels. Just a thought.
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I use KSP on both win and lin64, performance is comparable. Some things load faster on one, some things render faster (better FPS) in the other. It _REALLY_ depends on your hardware rig and how well supported your video card is in both operating systems.
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I use two flags: First is the KSSR flag I use for career mode, and the IAEA-derived flag I use for sandbox.
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Getting to the mun without maneuver nodes
tjsnh replied to hasty6's topic in KSP1 Gameplay Questions and Tutorials
I've rarely had it take that long, but I usually glance at the relative positions after an orbit or three, and if the craft/body aren't moving relative to each other, just burn a little to change the shape of the orbit. Again, ezmode, not efficientmode. ;-) -
Getting to the mun without maneuver nodes
tjsnh replied to hasty6's topic in KSP1 Gameplay Questions and Tutorials
I've done this a few times, mostly out of laziness. Launch and get into a stable equatorial kerbin orbit as usual, doesn't need to be super circular orbit. Fly to periapsis, point towards prograde, hit M to look at the zoomed-out view, and burn until your flight path intersects with the mun's orbit. Fast-forward time (F5 quicksave every few orbits) until your oblong kerbin orbit intersects the mun and your flight path turns purple/green.. It may take a while, but it will happen eventually. If you zip by too quickly and explode, just push F9 to reload your last quicksave. This is probably the least efficient method, but it's almost noob-proof, and I'll confess that I've used it with unmanned probes more than a few times out of laziness. (I go do other things while probe is orbiting the sun trying to intersect whicheverplanet, and I just check on it now and then) -
Just some random thoughts while on lunchbreak at work today, havent had the chance to try it. Has anyone played around with using a captured asteroid as a "core" or "base" for a space station? I haven't done much with asteroids yet, and was just thinking that it might provide some flexibility - just stick a claw on top of a bunch of fuel and send it up, and instant fuel-station ? I mean, the asteroids are "parts" right? Counted like rocket parts and not celestial bodies? Can you transfer fuel between different tanks connected to one? Just random thoughts, feel free to chime in.
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I'm an aerospace education officer (among other things) with the Civil Air Patrol (google it) and have used KSP as a teaching tool for a class full of about 50 teenage airforce cadets. Specifically, I did a quick "get them interested" tutorial on the projector screen showing how the game works. As expected, they were enthralled instantly. I moved on to a lesson showing how the Oberth effect works. KSP's visually displayed flight/orbit paths make it SUPER useful for visual demonstrations of that sort of principle. I'm planning to use it more going forward.
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I could be incomplete on this, but based on some observations and with the disclaimer that I don't "transmit" anything except EVA reports: You have to return the crew-pod containing surface samples (which can be moved from pod to pod by kerbals) to get the science. You have to return the instrument that did the experiment to get the science. The instruments need to be attached to a crewed command pod, or a probe core of some kind, to get the science. So, as far as I can tell, so long as you don't just dump .. say, a materials bay .. off into the ground on it's own, then you should be able to collect the goodies.
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VAB assembly - angled parts, off-center engines
tjsnh replied to tjsnh's topic in KSP1 Gameplay Questions and Tutorials
Exactly what I needed, thanks man! -
So, this might be a bit of a dumb question - How do I fit parts at an angle during construction? For example, I've seen some great R7/Soyuz rockets with the boosters built into the center shaft clipped at an angle, and I haven't been able to reproduce that. Using snap mode, everything (obviously) fits nicely but snaps to the fixed angles, but even without using snap mode I can't get parts to fit at a freely-rotated angle around a connection point if that makes sense. This is preventing me from a LOT of the more advanced construction tasks I want to do (mounting panels for cosmetic purposes, clipping engines into clusters, etc) If someone has an easy technique even for something simple, like say mounting a nose-cone at a crooked angle to an otherwise vertical rocket, it would be a big help and I;m sure I could adapt that as needed elsewhere. Also, another thing I can't figure out, how are folks able to get engines mounted to the bottom of a fuel tank off-centered? For example, I've seen youtube vids of folks with rockets with 3 small-diam engines mounted under 1 large-diam fuel tank. Even without snap mode, it won't let me attach parts off-center. Any thoughts?
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Quick question about parts/tech/careermode mod making
tjsnh replied to tjsnh's topic in KSP1 Mods Discussions
I was worried about that (about mods not taking precedence over the squad folder, and needing to make edits there to avoid conflicts). That module manager seems pretty useful for making this less painful, thank you! -
Serious problems with interception/docking
tjsnh replied to tjsnh's topic in KSP1 Gameplay Questions and Tutorials
I've had some better luck trying the tips here, thanks guys. I also learned the hard way that the whole process is a L O T easier if you have RCS distributed on BOTH ends of your module and the thrusters are aligned in a + relative to the Z axis, as opposed to an X if that makes sense. -
Quick question about parts/tech/careermode mod making
tjsnh replied to tjsnh's topic in KSP1 Mods Discussions
So I've created a mod (just called "CareerTweaks" for now) and created a sub folder with the correct tree behind it for the staputnik probe core, copied the files (and folder name) from the squad defaults and just changed the tech required to "start". Loaded game, allows the core right from the start as desired, but it doesn't seem to have "overwritten" the squad default - there is still a stayputnik core further up the tree, and inf act now there are two of them assigned to the tech it normally needs - for a total of THREE stayputniks in the tech tree. What have I missed here?