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THX1138

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Everything posted by THX1138

  1. What's the point in knowing the controls of a long out-of-date version of the game? I don't think that was the point of this thread.
  2. I think you misunderstood. That was an old feature and not currently present (and nor should it be because sometimes tapping the brakes is appropriate to prevent rovers from flipping). The above is a suggestion to toggle brakes with a modifier key.
  3. Thanks. I found I could also do it by tipping the rover on its back using the reaction wheel and then tipping it upright again. Unfortunately, I already have another issue with ground pylons disappearing, leaving a floating pipe and connector port (see screenshot below). The pylon must have disappeared after I reloaded using F9. I searched Google and found someone reported this issue already in 2014! Edit: I wonder whether the pylons are being designated as debris and then deleted by the game (I have my setting at 0 persistent debris to squeeze the best performance from my agéd computer hardware!
  4. I was just trying to make it clearer that this thread was not intended to be taken seriously. That said, an Apollo 18 reference would be a neat Easter egg.
  5. Hey, I'm a KAS noob and can't figure out what I'm supposed to do about the following situation. I have a rover with a winch at the back. When I retract a grappling hook or magnet, the winch rope clips through the winch housing and the winch won't fully retract and therefore cannot be ejected again.
  6. I don't know whether this is a KIS or a KAS question but suppose I have a part with an action groups set and I detach it from one craft and put it onto another; will it retain its action group?
  7. I need to do a strange kind of docking that I'm finding pretty tricky. I have something on the surface of the Mun that I want to land on top of so that I can dock onto it and lift it away. I would search for it on YouTube if I knew what to search for. Has anyone here done this before?
  8. Oh right, I'm an idiot. I have suspected as much for some time. Thanks.
  9. I think there's a problem with the way this mod is organised. It would be a lot easier to manage updating this mod if it were contained within a single folder. I will face a problem in the future because it has several folders that don't make it clear which mod they belong to. When I come to update, it won't be clear exactly which folders I need to delete. For example, "pilotsasfix" should at least be called "stock bug fix pilotsasfix". Ideally, all the different modules would be contained within a single folder called "stock bug fixes" or whatever.
  10. I can't find a mod for it and the yaw and pitch controls can't be changed in action groups - the action group only allows extend/retract/toggle which I already use (toggle) and has no effect on the pitch and yaw. Edit: Nevermind, it is addressed in a mod linked above. They don't fit inside service bays which are pretty unattractive dead weight.
  11. I have 20 airbreaks on my fuel tanker and after clicking each one I'd have to disable the pitch and yaw separately. I don't want to click 20 x 3 x 2 = 120 times for every round trip I make to the Mun for fuel! All control surface movements should be disabled in vacuum without laborious clicking.
  12. I like my airbrakes on my rocket to have active pitch and yaw to keep my heatshield at the front when aerobraking. I don't like them wiggling around when I'm not in the atmosphere and I figure they're more vulnerable to being damaged during docking when they're extending out unnecessarily.
  13. I'm not sure whether this is possible since the game freezes the attitude of vessels during warp but maybe there's a way of resuming a spin/tumble when exiting warp. The idea is to make the vessel spin around the axis of its docking port so you have to recreate that stupid scene in Interstellar where a damaged craft is conveniently spinning around the axis of its docking port.
  14. I didn't intend for it to be taken seriously.
  15. You could just press Alt + F12 and choose infinite electricity, deploy the panels and turn off infinite electricity.
  16. That's a funny idea but I can't think of anything better! I guess if you put some wheels on that you'd have your Job rover! Likewise with wings :-P
  17. Oh boy do I like these! I was about to make one myself but I doubt I could do any better than these.
  18. I know but the people who were gonna respond have already responded and won't see the updated picture so there's no point.
  19. Okay, I see that a select few KSP players seem to have a few reservations about the survival horror aspects of the upcoming 1.2 release. Most of these seem to revolve around the inventory slots and the fact that Jeb will have only six slots while Val will have eight. This is true but allows players to vary the challenge of the experience. Just to confirm, you will no longer be able to save as often as you like by pressing F5 but will in fact need to find a typewriter and use one of the limited number of ink ribbons scattered around Kerbin and the Mun. More information will be revealed closer to the time!
  20. More like adult film soundtrack used in KSP... The KSP mods or Squad are hyper prudish so this thread probably isn't long for this world.
  21. Do many of you spend time in the VAB going up and down a vessel trying to see what they might have forgotten? Some things to go on the checklist include: OX-STAT 1x1 solar panels pointing in at three to eight directions so there's always power to open the deployable panels if applicable Landing lights to help detect the ground and slop at night. Action groups for deployable solar panels, engines, scientific instrumentation and mining equipment. Antennas, particularly given the pending update necessitating antennas. Docking ports for future upgrades, adding stuff I forgot/underestimated previously The engineer's report is great but doesn't include everything. Would be good to include action groups in there.
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