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Sr. Spacecraft Engineer
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A_name started following Waypoint navigation not showing navball markers
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I'm trying to complete this contract but for some reason the "activate navigation" option when you click the waypoint in map view doesn't seem to be doing anything. Won't show up on the navball. I could swear I see the navball do a little flicker when I activate/deactivate navigation but it doesn't show any markers. Career mode, buildings fully upgraded (except the admin building), level 4 kerbals, if any of that matters. I've alreadye restarted the game and quicksaved/quickloaded near the waypoints. Many thanks in advance! Mod list: KSP: 1.12.5 (Win64) - Unity: 2019.4.18f1 - OS: Windows 10 (10.0.0) 64bit TweakScale-Redist - 3.2.3 ClickThroughBlocker - 2.1.10.21 Harmony - 2.2.1 ToolbarControl - 0.1.9.11 AECS_Motion_Suppressor - 1.3.3.4 Astronomer's Visual Pack - 4.1.3 AtmosphereAutopilot - 1.6.1 Crowd Sourced Science - 6.1 Distant Object Enhancement (DOE) /L - 2.2.0.2 Environmental Visual Enhancements - Redux - 1.11.7.2 ForScience - 1.6 ParachutesLetsUseMaths - 1.1.3 Kerbal Engineer Redux - 1.1.9.5 KSP-AVC Plugin - 1.4.1.9 KSPCommunityFixes - 1.35.2 ManeuverNodeSplitter - 1.8.0.3 NavBallDockingAlignmentIndicatorCE - 1.1.1.3 NavInstrumentsContinued - 0.8.0.9 PlanetShine - 0.2.6.6 RealPlume - Stock - 4.0.6 Shabby - 0.4 ButtonManager - 1.0.1.1 SpaceTuxLibrary - 0.0.8.6 VesselModuleSave - 1.0.1.2 TweakScaleSafetyNet - 3.2.3
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Attaching things to a shielded docking port in the editor
A_name replied to A_name's topic in KSP1 Mods Discussions
Thanks! -
Fuel Lines & Flow Priority
A_name replied to Mr. Peabody's topic in KSP1 Gameplay Questions and Tutorials
Make sure you have advanced tweakables on in the main settings menu. -
I' m having the same issue. So far I've only observed it on the Swivel. https://i.imgur.com/O1d5CCN.png My modlist: https://i.imgur.com/ABthPBH.png
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Whats the use for probes/rovers?
A_name replied to HyruleOrphan's topic in KSP1 Gameplay Questions and Tutorials
Nobody has mentioned that probes and rovers are a great way to get science early in career or science mode when you're still limited in terms of researched parts/facility capacity/funds. This is simply because a probe is much lighter than a capsule and thus you can get further with a smaller or more basic rocket. If you also add wheels to it (make it a rover), you can then drive around and get science from different biomes. -
Optimum altitude to jettison fairings?
A_name replied to MaxwellsDemon's topic in KSP1 Gameplay Questions and Tutorials
This is incorrect. Once you're coasting, you've already "paid" (in energy) to loft your entire mass to the Ap, so shedding mass at this point does not help keep your Ap up. -
Making History parts and engines
A_name replied to lugge's topic in KSP1 Gameplay Questions and Tutorials
LPT: Put a nosecone under the engine, turn off the shroud if not desired, and use the offset tool to tuck the nosecone inside the engine body so it doesn't occlude the thrust. Boom-drag free engine! -
The Mohole.
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SSTO Ascend Profile
A_name replied to MaximumThrust's topic in KSP1 Gameplay Questions and Tutorials
You seem to have it well figured out mate. If your TWR is high enough, you can definitely get away with holding a constant pitch throughout the ascent and avoid drag losses. -
Wow that's a lot of pants!
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The parts alone make it worht it. And to those who are in the "mods already gave me these parts" camp, you're all missing the point IMHO. By that reasoning, there is virtually no possible improvement that the devs could make to the game at all.
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That makes much more sense. That's true, but you run into diminishing returns fairly quickly due to the weight of the multiple engines. As a quick example, to match the thrust of the Vector, you need 6 Aerospikes, which weigh 2 tons more than the Vector. And there's only so many you can reasonably fit on a tank.