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Everything posted by Noobton
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Planes bouncing on water
Noobton replied to Noobton's topic in KSP1 Technical Support (PC, unmodded installs)
sure, here it is http://bugs.kerbalspaceprogram.com/issues/7434 -
Planes bouncing on water
Noobton replied to Noobton's topic in KSP1 Technical Support (PC, unmodded installs)
I just reproduced it on stock 1.05 on a new save and uploaded the .craft to the bug report -
I've had this issue with several planes using the mk1 and mk2 cockpits: if I float them to the water they can move around and stay safe, I can get out of the cockpit and the plane survives with no issues, but as soon as I try to reenter the cockpit, the plane bounces around and explodes, is this some weird ksp behavior and I should learn to deal with it or is there anything that I can do to stop my planes from exploding?
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[1.12.x] Connected Living Space v2.0.2.0 (12 Feb 2022)
Noobton replied to Papa_Joe's topic in KSP1 Mod Releases
EDIT: I found the answer a minute after posting this (I had been looking for a while before), in the right click info the MKI cockpit states that top and bottom are impassable. I'm trying to connect a mk1 commnad pod to a crew cabin, but I get the "Jebediah is unable to reach Mk1 Cabin message", I'm not sure if what I want to do is possible or if I'm doing something wrong, Here's some screenshots of how I'm configuring the objects, I enabled everything to try to make it work, but I try a few other combinations before and nothing worked. Thanks -
Estás hablando muy rápido, no te entiendo y eso que soy de Colombia también. también un poco grande para ser solo salida a orbita no?
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Fortunately the plane and all the collected science survived intact.
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I just killed Val after flying around the pyramids for 20 minutes to empty a tank and get a good CoM for landing, walking for 5 minutes, decided to jump while walking on the cliff behind the pyramid, turns out that jumping on cliffs is not a good idea.
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I haven't played since 0.23 or something like that and I used to follow the contracts in MCE, for a challenge and to guide me as a campaign with the historical objectives or weird missions (one of my favorite challenges was to orbit with one kerbal and then return him to the spaceship, can't really remember all the conditions). Now that I'm back I find that the contract objectives are not giving me the same sense of satisfaction, maybe because they seem random, maybe because I don't see a goal like before when I could check each mission in sequence, maybe because I'm weird. Is there any way to get the old MCE working in science mode or something similar? Thanks for the great work.
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Came here for Rosetta news, got sidetracked by this post. I loved the movie, in part because the science, in part because the special effects, but most of all because it made me think, I never got bored during the three hours, yes, it required me to suspend disbelief and a few parts but it wasn't too bad, yes it reminded me a lot of Contact, and it reminded me a lot of 2001 Space Odyssey but I can't really think of any higher praise. Btw, Phil Plait came up with a follow up where he admits most of his assumptions were wrong (not all of them though) http://www.slate.com/blogs/bad_astronomy/2014/11/09/interstellar_followup_movie_science_mistake_was_mine.html Also, remember Clarke guys "any sufficiently advanced technology is indistinguishable from magic"
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No tengo nada planeado por ahora, pero viendo tu foto me dieron ganas de ensayar si se puede hacer un barco
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A mi la versión de 64 bits me ha funcionado bien hasta ahora aunque no he ensayado recargarla con muchos mods a ver si explota, al parecer los resultados han sido mezclados pero a bastante gente le ha funcionado, o sea que probablemente les toca arreglar bugs para situaciones especificas (hay unas situaciones con decouplers y otras partes que no me han sucedido). Si no han ensayado la kersion de 64 bits tienen que buscarla en la carpeta, porque por defecto el juego usa la de 32 bits que es más probada y estable. Saludos
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for the ones that requires speed like 400 m/s @ 300 m I take them as a puzzle, one solution I found is to shut down engines at the right height and then activate the stage at the right height and right speed... doesn't really make much sense but this is Kerbal after all
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Only give rep for returning *launched* Kerbals
Noobton replied to cpast's topic in KSP1 Suggestions & Development Discussion
sooo the suggestion is to remove that reputation if the rockets were never fired. -
Only give rep for returning *launched* Kerbals
Noobton replied to cpast's topic in KSP1 Suggestions & Development Discussion
I noticed I'm getting rep for putting ships on the landing pad and recovering them right away, looks like it was an overlooked loophole and I don't think it was really intended. -
y ya llegó !!! woot woot
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Joining to say thanks a lot, for the all the work and effort.
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maybe we should test this first
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I'm having a lot of fun with this mod, I was having two missions going at once yesterday but I'm not sure how can I have several missions active at once, is this possible? usually the missions give me barely enough money to keep afloat, so I can't afford to have independent missions. Is there any way to have one mission per ship? Thanks for the great work
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Extending elements on VAB
Noobton replied to Noobton's topic in KSP1 Gameplay Questions and Tutorials
hmm I guess I'll have to use some weird platforms but I'll try deploying to the launchpad first and if that doesn't help I'll try mods, thanks everyone. -
I'd like to check if my antenna will clip anything or will look weird after deployment, is there any way to check this on the VAB?
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that page is awesome! thanks qaz
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no es lo que buscas, pero pues recuerda que puedes acelerar el tiempo cuando estas caminando (usando alt-. en Windows no sé que se usa en los otrso OSs), espero que al menos te sirva para llegar un poco más rápido donde quieras