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KSP2 Release Notes
Everything posted by SAI Peregrinus
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A lot of iconic aircraft are military vehicles. A Supermarine Spitfire without the wing guns just isn't right. An A-10 without the nose cannon wouldn't be an A-10. A B-29 that isn't bristling with machine guns doesn't have the look of a WW2 bomber. Etc. So for people recreating real life aircraft in KSP having weapons is necessary to achieve the right look. For people doing rocketry and space exploration having weapons isn't necessary, unless they're trying to replicate ICBM tests.
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Good cost baseline to go the Mun?
SAI Peregrinus replied to Box of Stardust's topic in KSP1 Gameplay Questions and Tutorials
Or you're Whackjob in career doing a Grand Tour, completing all the missions in one go and visiting everything. -
Sadness. Just found another thing that was broke in 1.0
SAI Peregrinus replied to DerpenWolf's topic in KSP1 Discussion
If it's a Leprechaun it should be a bottle of Bushmills. Or possibly Guinness or Magner's. -
If there were no limits - what would you make?
SAI Peregrinus replied to Foxster's topic in KSP1 Discussion
Niven Ring. And General Systems Vehicles, of course. And maybe a Shellworld. -
Game Crash with ~ 500Mb of RAM
SAI Peregrinus replied to THE01X's topic in KSP1 Technical Support (PC, modded installs)
Or stick more ram in the laptop. KSP needs at least 4GB according to the minimum system requirements, but that leaves pretty much nothing for background processes and the OS. I recommend 8GB or more of system RAM if you don't want to have to close your browser/everything else when playing. That needs a 64-bit OS, though the game will still be 32-bit. -
Sadness. Just found another thing that was broke in 1.0
SAI Peregrinus replied to DerpenWolf's topic in KSP1 Discussion
USI FTT also has propellers. As does Karbonite+, but those aren't electric. -
The ones traveling in space are Astronauts (Or Cosmonauts). The ones traveling on Kerbin's surface are Kerbonauts (or should it be Keonauts?).
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Inertia negation (not to be confused with Inertia damper)
SAI Peregrinus replied to Seeker89's topic in KSP1 Mods Discussions
We already have Alcubierre drive mods, they use negative mass "exotic matter", so worrying about a physics rationale seems a bit silly. Just make a mod that makes them need a negative mass fuel. -
What top 10 (or less) mods couldn't you do without?
SAI Peregrinus replied to Mulbin's topic in KSP1 Mods Discussions
KER KAC Precise Node Trajectories Procedural Parts Procedural Fairings Procedural Wings FAR Action Groups Extended Filter Extensions -
I use USI life support instead of TAC, but IIRC both work the same way: before you get there and switch to their ship they're not part of your space program, and life support for them isn't tracked. Once you get them to your ship it's tracked, but they're in your ship so it's easy. As for where they are, just assume a polar orbit of the relevant body, or landed on a pole. If you build in enough delta-v for a plane change of 90 degrees and back you'll be fine no matter what. Most are in nice 0-5 degree inclination orbits.
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Since LV-Ns don't need oxidizer, yes. Especially handy if you can keep it around as one for that purpose, you'll have plenty of fuel for your big interplanetary ships later on.
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Am I the only one who kind of likes the bugs?
SAI Peregrinus replied to LittleBlueGaming's topic in KSP1 Discussion
Bugs should be fixed when they're found. It's not as though we're going to run out of bugs, or the fixes won't introduce their own new and infuriating bugs. -
With nu FAR, Tweakscale will properly change drag. Without, no idea.
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The game is starting to give me a headache...
SAI Peregrinus replied to Two's topic in KSP1 Discussion
Some games use tedium in place of difficulty. KSP is one. The game isn't any more difficult if you start with less funds/have to do more science to unlock parts, it just takes longer. Hard mode turns into "spend more time farming science at the KSC, doing part test contracts, etc." You still unlock the entire tech tree once you can get to Mun/Minmus. From there it's just about getting money. The actual mechanics of making and flying spaceships don't change with difficulty at all. -
http://forum.kerbalspaceprogram.com/threads/16925 probably has what you want. Edit: also http://forum.kerbalspaceprogram.com/threads/57778
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mechjeb and new atomosphere rules
SAI Peregrinus replied to OgreMagi's topic in KSP1 Mods Discussions
Aerodynamics changed. Treat it like you would have old FAR. -
Solar panels not working on Eve?
SAI Peregrinus replied to SirJodelstein's topic in KSP1 Gameplay Questions and Tutorials
Just tested, and Eve's atmosphere does block quite a lot. 48 energy in orbit, 12 on the surface, with a gigantor panel pointed straight at a noontime sun. -
That and there's no need for a large flat runway to takeoff/land on.
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Or just a science lab rover with solar panels on. Ideally a VTOL so you can get the really finicky stuff like on top of the water tower.
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Modded KSP No longer works
SAI Peregrinus replied to stickman939's topic in KSP1 Technical Support (PC, modded installs)
"Could not allocate memory: System out of memory!" That error IS your system running out of RAM. The crash is happening when the game tries to reserve memory for the sound files, and the system doesn't have enough free to serve the request. Close ALL other applications, try to run KSP. The minimum supported system memory for KSP is 4GB (https://kerbalspaceprogram.com/kspstore/index.php?p=22). Unless there's some other error in your output logs the crash is not internal to KSP, it's the OS being unable to fulfill a request for memory and killing KSP.