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Everything posted by klesh
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NathanKell says it's not possible. Hmm. but you did it... Alright pal, what manner of trickery are you using! I've found a problem at the get-go. For starters I've been using the big floating node above to connect to the bottom of the rocket bell in the upper stage. In your example, you say "place your payload into the floating top node." I don't have a payload, just trying to cover the engine bell. I've been connecting the bell to the floating node. When I de-couple, it stays connected. If I connect it to the big node in the center at the base of the interstage fairing, I can reduce the radius (the fairing shape gets large around the bell), but it too stays connected upon de-coupling. Pic 2, it does look like that. Pic 3, yes yes and yes. Pic 4, 5, 6 yes. Pic 7, no. Edit: The only way I can seem to achieve this is to put a stock TR-2V on the bottom of the bell first, then do everything as normal. It's as if the decoupler in the fairing isn't doing anything?
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[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
klesh replied to sarbian's topic in KSP1 Mod Releases
Updated, I fired up a few existing ships in orbits and no strange behaviors. It shaved a clean 15 seconds off my load time! Amazing! -
Thanks! See, thats exactly how I do it! Thank god I'm not as crazy as I thought. I've tried it in every configuration under the sun. To me it should work exactly as you have it, but it doesn't. I'm going to play a bit today, and have a look. I will show the same steps and see what happens. Man, this is twilight zone; thats exactly what I do!
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How to create Custom Kerbals
klesh replied to Windspren's topic in KSP1 Gameplay Questions and Tutorials
Yes it is Texture Replacer that will do it. It's pretty easy to edit the suits in photoshop or gimp, save them as .png's and simply put them in the proper folders so they will be configurable within TextureReplacer. You fire up the game, TR has a nice window that lets you set specific suits for individual Kerbals or by role (scientist, pilot etc), even experience, and off you go. The next scientist you choose, for example, will come in his shiny new scientist suit. Check my suits here. Download it if you like so you can see the file and folder structure required to achieve the above. Simply name your files the same and you're good! Good luck! -
I'm trying to achieve something with the interstage adapter, and for some reason, I cannot get it to work just the dorky way I want it to. Any help would be great. I've tried various combos of decoupler fairings vs structural, turning the decoulpler on and off on the interstage fairing itself. I want to be able to stage my rocket, and have stage 2's engine inside a one-piece cylindrical fairing that stays attached to the jettisoned stage.
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No one dies in my space program. They're all heroes.
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parts [1.12.x] Karbonite/Karbonite Plus (K+)
klesh replied to RoverDude's topic in KSP1 Mod Releases
I am a sucker for anything .625m. I'm going to try this too. -
Satellite contract and the meaning of "unmanned".
klesh replied to ROXunreal's topic in KSP1 Gameplay Questions and Tutorials
Depending on the orbit heights required, you could bring the ship + probe to the probe orbit, decouple it from the side/top whatever, then move the station to its own orbit. -
Were I trying to do that, I would be all over it with the offset tool. Use that little yellow dot on the radial engine up top to assure proper alignment.
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The thread is dead. Long live the thread!
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How do you identify job title during mission?
klesh replied to Habalabam's topic in KSP1 Gameplay Questions and Tutorials
If you use Texture Replacer, you could try these: http://forum.kerbalspaceprogram.com/threads/60961-BROKEN-0-90-TextureReplacer-2-1-2-%2820-12-2014%29?p=1643285&viewfull=1#post1643285 -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
klesh replied to girka2k's topic in KSP1 Mod Releases
Edit, I should read the entire thread... Does this mean you cannot use the welding mod if you use these others, or does it mean don't try to weld procedural parts or anything from IR? http://forum.kerbalspaceprogram.com/threads/107273-0-90-UbioZur-Welding-Ltd-Continued-2-1-1-%282015-01-14%29?p=1670371&viewfull=1#post1670371 -
Whats some cool things to take to a planets surface?
klesh replied to manni01's topic in KSP1 Discussion
I made this silly little "science outpost" with parts from KAS and stock that I can bring with and assemble manually anywhere. Its a whole contraption I build on top of a probe core that I drop on the ground, so it wont be debris and get deleted. Its a fun set of goodies I have to figure out how to bring to various funky locations. Its been a challenge and quite fun. You can of course use any of the science instruments you attach to it, so I kind of pretend there is a reason to actually build it, lol. Gives something for the Engineer class to do too. So far in .90 I've put it on the summits of K2 and Mt Kraken, the north poles of Kerbin and the Mun, the Island Airfield and on the Great Flats of Minmus. http://steamcommunity.com/sharedfiles/filedetails/?id=374733789 http://steamcommunity.com/sharedfiles/filedetails/?id=371435656 http://steamcommunity.com/sharedfiles/filedetails/?id=370823562 http://steamcommunity.com/sharedfiles/filedetails/?id=367900130 http://steamcommunity.com/sharedfiles/filedetails/?id=367506837 -
I've played so much of this game, and there is so much more to be done, that I feel like I owe squad another $15 or whatever ludicrously low price I paid for it on steam in around July of 2013.
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I like that lander capsule. I ended up sliding 2 Mk-1 Lander Cans together to get a 2-man lander that could fit inside a 2.5m fairing for my Mun lander. http://cloud-4.steamusercontent.com/ugc/541887967093701201/B46051BB18C4392A160F06ED050ACC9C8F1FCD51/
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Placing a kerbal in a certain IVA seat
klesh replied to Drew Kerman's topic in KSP1 Gameplay Questions and Tutorials
What were the roles of the crew members during your tests? Perhaps it is preferring to put a specific role in the bottom (or top) seat(s)?