Varsi
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Everything posted by Varsi
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Started a new career with a new set of mods recently and I've been having some interesting rescue missions. Earlier I had a Kerbal stuffed inside a mechjeb module. Brought her back safely (and the module itself since it obviously has no hatch to come out of) and now I have something slightly larger to bring back. Poor Moice is stuck inside OKS storage module. I was wishful I could somehow get her out by attaching a docking port on it and then docking it with the station but transferring is done by clicking on the hatch which storage module does not have She'll have to wait till I have bigger heatshields and I can try dropping her back on Kerbin.
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You can always copy the game folder out of Steam folders and run it without Steam. It won't get updated in a separate location. Another option is waiting a couple of years to make sure the game is somewhat complete...
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You Will Not Go To Space Today - Post your fails here!
Varsi replied to Mastodon's topic in KSP1 Discussion
Sounds like you're trying with outdated instructions. Check his latest tutorial playlist. Like this one: -
Usually good way to learn stuff to watch others. At least Scott Manley has a dedicated KSP series ( ) where he tries to explain useful stuff.Once you figure out how orbital physics works and find out about all the useful tools and shortcuts you really get to enjoy your own creations.
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Disable angle snap © when attaching stuff inside service bays. For some reason angle snap attaches stuff to the outside walls.
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This shouldn't really be a problem. It's not like RL space agencies launch rockets for single satellites (most of the time) either. Good thing about KSP is that if you feel something makes game too easy you can just avoid doing it. For example you can complete pretty much unlimited number of "science from..." contracts as long as you just have something already at the required location. I just never do that since it feels kinda wrong. Edit. And I missed the point of OP by a mile... I guess RL space agencies won't use the SAME satellite for multiple customers. The second point still counts tho!
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Compared to what Sword of the Stars 2 was at launch KSP has felt great... Had to wait a year for that one to try it again. The thing is KSP isn't that bad for everyone. I don't have any trouble with performance (4 years old i5) with under 400 part crafts and memory leaks are a problem only after heavy modding. Might be interesting to do some sort of a survey on what sort of hardware KSP works and on what it doesn't.
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"Warp to" failed me the first time I tried it and haven't touched it after that. It's no fun missing insertion burns.
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Debris cluttering up save files
Varsi replied to MLWostal's topic in KSP1 Gameplay Questions and Tutorials
Flags count as active flights btw. Those shouldn't have any performance impact tho. -
Isn't F10 for gauges. If my memory hasn't completely failed the F12 is for aerodynamicthingies.
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New Service / Utility Bays in 1.x - Kraken bait?
Varsi replied to Bluebird1's topic in KSP1 Discussion
Never ever clip anything thru the bay doors. Rather don't even go near them! I once had a ship I managed to save by opening the doors before the shaking got too bad. I then went and closed the doors again and watched the pieces fly... -
I wonder if this could be due to large drag slowing the station higher than a small craft would? I haven't really a noticed need for heat shields myself tho. Shallow enough re-entry will do the trick inside Kerbin SOI.
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1.0.2 career mode a joke!
Varsi replied to maceemiller's topic in KSP1 Gameplay Questions and Tutorials
SAS is basically the only thing kerbals with skills will have impact on a craft. Rest of the game is identical. Career just has limited resources and requires stuff to be unlocked. This does sound very strange. Have you tried how things are in science mode? -
1.0.2 career mode a joke!
Varsi replied to maceemiller's topic in KSP1 Gameplay Questions and Tutorials
I'm sure one would notice if SAS can't be activated. That's the only difference I could imagine too tho. //edit Altho if you don't use pilot in sandbox and don't add probe core then it would be the same as in career. -
Obviously there will be more threads about game crashing than not since people usually don't come to ask for help with stuff that works. My crashes usually happen when ragdolling to the ground. Playing in atmosphere does that too but there's a fix for that (temp gauges).
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Like IRL, like KSP (zero-G unstable spin test by Teflon_Mike)
Varsi replied to HafCoJoe's topic in KSP1 Discussion
Another example of this was in NASA ISS stream https://youtu.be/cY6BWalV39o?t=724 -
This one is probably the main problem here. The reaction wheels in the capsule can't fight the aerodynamics alone.
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Like IRL, like KSP (zero-G unstable spin test by Teflon_Mike)
Varsi replied to HafCoJoe's topic in KSP1 Discussion
That... I have to try that too! Never expected the physics in KSP to be that real. -
You were doing what a lot of people then to do. Too big engines and too little fuel. It's good to just try how many tanks you can actually slap on your first stage and still lift off. Calling something like that "NASA design" doesn't sound quite right and is bound to bring some comments, real rockets tend to be taller. Someone else might know what those 3,75m parts are based on but my guess would be Saturn V.
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How Much Time Have You Spent Playing KSP?
Varsi replied to SelectHalfling0's topic in KSP1 Discussion
Steam says slightly under 600 but that's the vanilla installation which I copy to other locations for modding. -
I remember fighting the gimbal on those and saved the situation by dropping the gimbal slider to 1/10th or so.
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Give him 10 years and it will be close to 300MB. No matter how much space they take it's not nice if useless stuff starts gathering around so hopefully they'll do something about this at some point too. Not much of a priority tho.
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Not to mention they have less mass... I had never thought about this since there's pretty much always an engine at that node.
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If I was home I could actually try this out and then try to help with the problem but for now I can only make guesses. My assumption is that since center of mass is quite low the drag on the nose causes the rocket to flip. Do you actually need engine that big? If you created something more like the Delta IV Heavy (http://en.wikipedia.org/wiki/Delta_IV_Heavy#/media/File:Delta_IV_launch_2013-08-28.jpg) with orange tanks and mainsails, would that work and have enough delta v?
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My first thought seeing that is that it looks short and bottom heavy. How low is the center of mass after you empty the first stage fuel tanks? Easiest solution would be to add control surfaces near the engine. Btw I'm saying that looks short since for example Falcon 9 is around 60m tall with a diameter of 3,66m. This one looks something like 30m / 3,75m.