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KSP2 Release Notes
Everything posted by Gaarst
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Your launch stage might be clipped in your cruiser stage, maybe that is why they stick together and are quickly brought together when exiting time warp. Can't really think of anything else right now. And words are pretty useful when it comes to describing bugs. A picture shows what happens, logs can show why it happens.
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Bugs go in there (assuming you're not using any mods). Also, while you described your bug, more information is needed to get the cause of it. Please read the following thread and provide the suitable information and documents:
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Can you fix it? You can't. Squad may. Unity can.
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- junity
- stuttering
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What Real Fuels would you Expect the Stock Engines run on?
Gaarst replied to ZooNamedGames's topic in KSP1 Discussion
Well good luck finding one. KSP is not realistic when it comes to the way engines actually work, get over it. The Vector has a totally different plume than the Mammoth which is supposed to be a 4 Vectors cluster, there's nothing else to say... -
Even though KER says it's not compatible with 1.1.3 when launching, it works just fine Never heard about that Does it take off horizontally? Does it go to space? If yes then it's a spaceplane That was correct for KSP before 1.0. Now drag is (approximately) properly calculated, so try to make a craft that looks real and it should be fine, also keep a high AoA during reentry to handle reentry heating better The shock cone takes air until further up than the ramp intake, very useful for any high altitude plane. Not sure if the precooler has any use beside esthetics.
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What Real Fuels would you Expect the Stock Engines run on?
Gaarst replied to ZooNamedGames's topic in KSP1 Discussion
I don't understand what you are looking for exactly ? KSP is a game, you're not going to find exact and real behaviours there. KSP engines using pressure-fed Az50/NTO is pretty much the best you can get. -
Can someone help me with this lifter? (RSS/RO)
Gaarst replied to Kerbal01's topic in KSP1 Gameplay Questions and Tutorials
Nope still can't see the link. I think your album is set as private so that only you can see it. -
When to hire, when to rescue?
Gaarst replied to Jestersage's topic in KSP1 Gameplay Questions and Tutorials
If you have only 3 scientists then you're not at an advanced stage (unless you've been extremely unlucky with Kerbal generation). Hiring Kerbals become more expensive the more you hire. At one point it becomes so expensive that launching a rescue mission is worth the trouble. -
Can someone help me with this lifter? (RSS/RO)
Gaarst replied to Kerbal01's topic in KSP1 Gameplay Questions and Tutorials
Imgur album isn't displayed and the ID doesn't seem to work anyway. To insert an Imgur album, click on the "i" button at the very right of the editor bar and paste the album ID there. Above is the result with the ID you've given, I suggest double-checking it -
What Real Fuels would you Expect the Stock Engines run on?
Gaarst replied to ZooNamedGames's topic in KSP1 Discussion
Have you seen that Delta II video where it is self-destructed in flight ? Not hypergolic but still a pretty nice boom you had there. -
Or L1/R1 + Left/Right if you're playing on PS4. Probably LB/RB + Left/Right on Xbone.
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Upvoted because of Minesweeper.
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What Real Fuels would you Expect the Stock Engines run on?
Gaarst replied to ZooNamedGames's topic in KSP1 Discussion
As regex said, the main characteristic of hypergolic fuels is that they ignite when put together. Plus side: you don't need fancy ignition mechanisms (some cryogenic engines are actually ignited by small amounts of hypergolics), other side: easy booms. -
Quick question about wheel blocking
Gaarst replied to Gaarst's topic in KSP1 Gameplay Questions and Tutorials
Trying to replicate this: Having wheels sticking out would ruin the design, so I guess I'll just let it aside and do other things while this gets fixed. Thanks for your answer! 1.2 will see the end of a lot of wheel [insert annoying thing here]ing. Hopefully. -
Thing is there is a demo for PC. Unlimited playing time, just Kerbin and the Mun, and a few parts. Got all the time you need to see these corruption issues. If there wasn't a demo on PC I wouldn't be suggesting one for console.
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The sentence I quoted: "If I paid full price for a game that corrupted saves losing hours of work or would refuse to even save I would be angry as all hell." would not need to be written down if a demo for console existed. You try the game for free, if it works buy and be happy, if it doesn't don't buy it and be happy.
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KSP on PS4 was only released in (North?) America as far as I'm aware of. Don't know why you can't find it with your US account though.
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When is a wheel considered blocked? Is there a collider around the actual wheel that determines it to be blocked, or is it blocked simply when you clip any of the part? I'm building something using the LY-01 Fixed Gear, and even though the wheel itself doesn't touch anything except the ground, the "arm" holding it is clipped inside a Mk1 tank. I had the same issue using the steerable gear, but couldn't unblock it unless I didn't offset it at all, giving me terrible ground clearance. As it was steerable I assumed the blocking was because the wheel couldn't steer without hitting the tank, but this part is fixed, so that shouldn't happen (IMO). So am I doing it wrong, or is gear blocking the new "can't activate while stowed"?
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Crafts in KSP are made in a "tree" system: a root part, parts attached to the root part, parts attached to these parts and so on. KSP doesn't handle loops in craft. The only way you can make a structurally stable loop is using docking ports that will attach when the craft spawns, or use struts between the parts that cannot be connected.
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Say Hello to The Rep Grand Group! [07/19/16 UPDATE!]
Gaarst replied to Endersmens's topic in Kerbal Network
Ah, didn't read, sorry- 929 replies
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Say Hello to The Rep Grand Group! [07/19/16 UPDATE!]
Gaarst replied to Endersmens's topic in Kerbal Network
@Endersmens you might want to fix your sorting program. Some descriptions are written several times.- 929 replies
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Reusing other people's models? Is it kosher?
Gaarst replied to Tyko's topic in KSP1 C# Plugin Development Help and Support
It depends on the licence. Most KSP mods have "open" licences that allow you to reuse their material freely as long as you give them credit. Restrictions may apply depending on the licence. According to these licences, you do not need to ask for permission when reusing their stuff (not illegal to just take it, as long as you follow the licence rules) but asking is usually appreciated. KSP is different. I don't know what parts of KSP you can or can't reuse. -
Magic boulder is not back, coloured asteroids were added. A boulder that does not explode when you touch it is not a Magic Boulder /nostalgic rant
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Information has nothing to do with QA. Not having access to that information if you want it is a mistake that might be the result of light QA testing or a choice made by the devs. I know there was QA but whatever you're saying to try and convince me, it's not going to do anything about the people actually playing the console versions and complaining who do not care about QA. The thing is not there, whether or not it's intended it is subject to criticism. A missing feature can be understood as lack of QA and, even if that's wrong, I understand that some people may believe it.