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KSP2 Release Notes
Posts posted by A_name
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32 minutes ago, Geonovast said:
You can do it either by editing the config, or, preferably, with a module manager patch. (Same effect, but doesn't require modifying original files).
To use the patch, simply copy the text into a text editor, and save the file somewhere in your GameData directory. I suggest a separate folder for your own patches. The file can be called anything, but must have a .cfg file extension.
Also make sure you have ModuleManager installed.
Note that this will make the node always be there, not just when the shield is open.
Here's the patch.
@PART[dockingPort1]
{
node_stack_top = 0.0, 0.33, 0.0, 0.0, 1.0, 0.0, 1
@attachRules = 1,1,1,1,0
}I'm also going to move this to add-on discussions since it requires modifying the game.
Thanks!
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Anyone have a workaround for attaching stuff to a shielded docking port in the editor? I mean the nose mounted one, not the inline. When you unshroud it in the editor it doesn't give you an attachment node. Can this be changed in the config or something?
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Pardon the noobness, what does this do?
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Make sure you have advanced tweakables on in the main settings menu.
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I' m having the same issue. So far I've only observed it on the Swivel.
https://i.imgur.com/O1d5CCN.png
My modlist:
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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.
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On 17/4/2018 at 11:01 AM, Kryxal said:
Yes, fairings reduce drag but increase mass, and BOTH of these help keep your apoapsis up when coasting to it.
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.
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On 9/4/2018 at 6:09 AM, blakemw said:
It's super draggy but that only matters when it's not shrouded (i.e. if you use it as a Spaceplane engine, it'll produce a notable amount of drag, but it wont matter as a second stage in a serial staged rocket because it's shrouded).
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!
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The Mohole.
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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.
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3 hours ago, Just Jim said:
It took me over a year... I think... before I attempted an SSTO, and I am not an expert by any means. But as far as advantages and disadvantages, they are great for hauling crew, tourists, or small amounts of cargo into LKO, especially if you have some sort of space station and/or shuttles to pick them up. Then the SSTO can return, and the only thing you've spent funds on is fuel.
Disadvantage, it is kind of hard to build one that can get beyond LKO and back home with a lot of cargo. not impossible, it's just... well, there are other players that can help you with this part a lot more than I can.
For me, the best part is if you can get a big one to work, like my Diamondback, they're just fun to fly!
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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Just now, Canopus said:
It came in the ARM update so it most likely represents the J2X that was originally planned as the upper stage engine for the SLS.
That makes much more sense.
8 minutes ago, MechBFP said:It’s surface attachable, so you can add like 8 or 9 of them to a 2.5m tank.
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.
12 minutes ago, Canopus said:I hate the look of the Terrier, but it is my engine of choice for crewed to missions to Duna and Gilly. Seriously though it and the Poodle are in dire need for a redesign.
Hear, hear.
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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.
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1 minute ago, Ace in Space said:
The new rockets are fine, I just can't stand the new jets. They sound like a dialup modem being murdered and made me want to land my plane ASAP just to not have to hear it anymore. But maybe it's just me. Or maybe it's just the particular jet I was using. I haven't tested to see if different jet engines sound different.
I haven't tied the jets, will go now.
On a related note, the new engine cutoff sound is sweet!
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6 minutes ago, Triskilion said:
Also, great job and the parachute effects! Not just personal parachutes, but also normal parachutes. I can't describe it perfectly, but it seems to detail the releasement much better.
The parachute strings no longer funk up the background.
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The new particle effects also work on water.
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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.
7 minutes ago, Triskilion said:I must admit the design wasn't very good. I guess I just said that for pure nostalgia.
I hear you dude.
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32 minutes ago, Ace in Space said:
No. Literally the very first change I noticed after updating the game is that jet engines now sound absolutely horrendous. My ears are begging you, please change it back for the love of all that is holy.
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.
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10 minutes ago, Triskilion said:
Dang! The Rockomax decoupler is gone! It will be missed.
I always hated it TBH- Too bulky.
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The new parts and variants are amazing! Finally no more ugly tanks!
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On 2/7/2018 at 10:36 AM, Cydonian Monk said:
As the Squad Store is no more
Wut? I just downloaded 1.4 from there.
Waypoint navigation not showing navball markers
in KSP1 Gameplay Questions and Tutorials
Posted · Edited by A_name
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