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Everything posted by shdwlrd
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I'm not having any problems with symmetry with the flapjack. The only parts I have symmetry problems with is the Excalibur parts, which should be expected. The only real problem I have is the dozen popup tip windows. I see your problem now... if you use the passenger cabin as the root leading part, the symmetry for that part gets messed up. That messes up the symmetry for the rest of the parts it turn.
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Not seeing bottom of the craft, I don't know if you can add more gravity wave generators without ruining the look of the craft. But if you add the new gravity wave generators near the center on mass, it won't shift the balance of the craft much. I would suggest adding enough gravity wave generators to hover without depleting the gravity waves. Without knowing the weight of the craft, I would guess you would need 3-4 total. (I'm able to get a ~96,000kg craft into orbit using three reactors and generators.) If you want to use the rocket engines on it, I would suggest a forward flight using the only the gravitic engine at about half throttle. That way the gravitic is doing most of the heavy lifting and the rocket engines are only for the extra boost to get into orbit. Another method would be to hover to just above the atmosphere but below the Karman line. (60-65km above Kerbin.) Then throttle up. You won't have to deal with all the drag from the lower atmosphere.The DV would be greatly increased at that point. From my testing, you only really need to be able to do 70-75% throttle without depleting the gravity waves to make orbit. It's a lot slower, but it can be done. (Just watch your static build up.)
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I use fuelcells to supplement RTG's and solar when needed. I reserve the use of reactors for ground bases... well and now KFS. Mod to mod and mod to stock reactions can be weird. From how easy it is to summon the kraken in KSP, it wouldn't surprise me how changing some value a couple points would fix a broken part.
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You just need to add more power and gravity wave generators. I was able to get about 596,000 kg off the ground with 29 reactors and gravity wave generators. You can also reduce the mass of the HX parts with a MM patch if don't what to rebuild it. Very nice craft by the way, any chance it could end up on KerbalX? @Angel-125 it looks like you didn't overwrite the half keel when you updated it. Half keel with the extra L is working.
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
shdwlrd replied to Angelo Kerman's topic in KSP1 Mod Releases
I'm getting a couple NREs that are breaking things. The big one is trying to manage the operations for the lab and converters. I click the manage operations button in the editors and all I see is a blank window that can't be close and a parade of NREs. The next one is I alt-clicked the KPBS hab to duplicate it and a NRE was thrown. Also the resource list for the configurable containers has the research kits duplicated and a blank button. I'm using the current versions of Pathfinder, Buffalo, KFS, and WBT. My KSP version is 1.4.4. I'm also doing a CRP resource game. https://www.dropbox.com/s/81svxoxuuwu2yy6/KSP 062418.zip?dl=0- 3,523 replies
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@Lisias I think you missed my point. Let me clarify; I'm not worried that Squad will force Steam to launch to play KSP. Is there a possibility that Squad head that direction? Well yes, there is always the possibility, even if it's almost non-existent. I was just typing my response to the hypothetical situation that I was thinking at the time. P.S. I also do use Steam. When ever possible, I switch the licenses for my games to a Steam license. So I have no problem with Steam or Valve. It's just poor timing to add Steam cloud services to the game, right when Steam starts their summer sales. The cloud services is going to suck for the next couple weeks then return to normal.
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I hope not. I don't want to have to launch Steam to play KSP. It's annoying enough when I want to play some of my other games. I'd hate to have to wait for Steam to launch then KSP.
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As in actively being developed and updated, yes it's dead. There are some users that are doing what they can without violating the licensing to keep the mod relevant and usable with the current versions of KSP.
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It seems that the latest update is causing the VTOL manager not to respect the throttle position in forward or reverse flight. The link is a short video of what I'm seeing. https://www.dropbox.com/s/njo7hefxpcxpp28/Kerbal Space Program 6_18_2018 2_31_28 AM.zip?dl=0 Notice the throttle doesn't move from the 0 position when I click the forward and reverse buttons.