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KSP2 Release Notes
Everything posted by A_name
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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.
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In stock, my favorite for vacuum is the Rhino, good thrust and crazy efficient. For atmosphere it would be the Vector, very good thrust, reasonably efficient, plus bonus points for nostalgia factor since I'm a fan of the IRL Space Shuttle. (Incidentally, I just found out the Rhino was supposed to be the equivalent of the Apollo service module main engine before the DLC, but then why is it so big? Who knows.) The Aerospike gets an honorable mention for having a good TWR and efficiency across the board, but it's so small it's hard to find useful applications for it. Hear, hear.
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Kerbal Space Program update 1.4 Grand Discussion thread.
A_name replied to UomoCapra's topic in KSP1 Discussion
Squad, the humorous part descriptions are an integral part of the feel and style of the game. Please consider adding descriptions for the new parts in the next update. -
Kerbal Space Program update 1.4 Grand Discussion thread.
A_name replied to UomoCapra's topic in KSP1 Discussion
I haven't tied the jets, will go now. On a related note, the new engine cutoff sound is sweet! -
Kerbal Space Program update 1.4 Grand Discussion thread.
A_name replied to UomoCapra's topic in KSP1 Discussion
The parachute strings no longer funk up the background. -
Kerbal Space Program update 1.4 Grand Discussion thread.
A_name replied to UomoCapra's topic in KSP1 Discussion
The new particle effects also work on water. -
Kerbal Space Program update 1.4 Grand Discussion thread.
A_name replied to UomoCapra's topic in KSP1 Discussion
Apparently the change to the particle effects also changed the aerodynamic effects. Somebody posted some screenies further up. As you can see, they look AMAZING! My only complaint is that they shift around too much when zooming in and out. It breaks the immersion. I hear you dude. -
Kerbal Space Program update 1.4 Grand Discussion thread.
A_name replied to UomoCapra's topic in KSP1 Discussion
They lack a bit of bang, but I don't think they're bad at all. Especially the vacum engines sound great. The SRB's and atmo engines are a bit more iffy, like I said they need more bang. But they're not bad at all. Edit: Do you know video editing? If so, we can make a comparison video. I'll provide the footage. -
Kerbal Space Program update 1.4 Grand Discussion thread.
A_name replied to UomoCapra's topic in KSP1 Discussion
I always hated it TBH- Too bulky. -
Kerbal Space Program update 1.4 Grand Discussion thread.
A_name replied to UomoCapra's topic in KSP1 Discussion
The new parts and variants are amazing! Finally no more ugly tanks! -
Wut? I just downloaded 1.4 from there.
- 444 replies
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- making history expansion
- release date
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