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KSP2 Release Notes
Posts posted by marcushouse
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I've got it installed with CKAN, it hasn't prompted for an update in a long time but I am running KSP 1.2.2.
CKAN says I'm running KRE version 2.3.2 which does look old. Can I not get the titanium grid fins on 1.2.2?
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I've been using a few of the KRE parts in my latest videos and have had a few people query me about not having the titanium (black) grid fins on my craft.
I can't seem them in my parts list (only white/grey ones). I can see that there are black fins in the screenshot from the install instructions screen. Do I need some other mod config to get the black fins?
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Awesome work mate and thanks for the assistance with the texture config in my upcoming video.
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EDIT: Pretty sure it is being caused by the KSC Switcher mod. I figured it out because as soon as I got off the KSC on the ground the science readings would pop in fine. It was only when at the KSC it wasn't working. After removing KSC Switcher, the KSC science readings started popping in fine. Possibly because the KSC switcher makes the science readings appear to come from that particular version of the KSC that you've switched to. I've just removed the mod anyway, I don't need it at the moment, but could be something to look into.
I'm starting a play-through with the GPP mods with KSP 1.3 and for some reason X Science is not notifying me of science on Gale ground. As soon as I take off, science is pinging me though. Anything that would cause that? Is there like a minimum notification setting or something? Most of the readouts are under 5 points, so was thinking perhaps there is a setting somewhere. Any thoughts?
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If anyone is interested in my brute force attempt at this... say hello to my little friend.
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No problems mate. Thanks for posting for me. Yes it was a fun challenge and I couldn't help myself trying to make it even more troublesome with the low tech parts requirement. Thanks for starting this thread. I think everyone has had a lot of fun.
Originally I wanted to also try to rescue from a retro orbit between Eve and Moho but the exta DV requirement made it pretty impractical with low tech. I wouldn't mind doing a brute force method as well (burning right from kerbin to retro orbit and back again) but the DV needed would be massive (like 45k crazy or something).
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Hey Hey!
This looks fun! -
Just publish it and take my money!!!
Can't wait!
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On 19/10/2016 at 2:02 AM, capt: scarlet said:
When Not playing KSP I watch all KSP vids for further lessons I think I have come along way in 4 weeks after watching The Carrera tutorials, Marcus House & Scott Manley...
Just thought I'd say Thanks for Watching!
Good luck with your RCS woes. Locked camera mode is your friend here (lets you easily interpret directions. SAS mode can cause all sorts of strange issues with RCS. A lot of the time I turn SAS off, and then use WASD and IJKL with HN all at the same time using small adjustments. Takes practice, but it will become easy over time.
I did one tutorial here that may help
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Yes I have another thread about this on reddit.
Switching view using the V key works as you say the first time. But you cant try to press W immediately. You need to wait until the camera stops moving after pressing V before you attempt to move forward with W. That then seems to re-orient. As you say, rotation around the X axis just doesn't seem to work, whereas rotating around the Y axis works quite fine.
Almost seems like a bug to me. Someone mentioned something about a click drag option. But I haven't tried that yet.
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Yep. It can be a bit tricky. I've just done up a video showing EVA's in rescue missions. Interested to know if this helps you at all. You want to first hit the R key to enable RCS, then point your mouse in the direction you want to go. Then you use WASD keys with Shift & Ctrl... As stated by others, just little tiny bursts.
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I've done a video up for you to explain just that (it also demonstrates it in action with KSP). Enjoy!
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I'm in the process of creating a new set of beginner guides for version 1.1. The latest episode is here
and the playlist here
https://www.youtube.com/playlist?list=PLY4XNTtbpFqinD1Mjxyl43Ymlf0Du_Awn
Thanks again (and again and again) to Squad for a great educational game. Always so much to learn. I truly do believe that many great engineers and future NASA/SpaceX employees will be employing people that started off loving this game.
Would love everyone's feedback on the channel. Please do subscribe if you like (as I'd love to keep creating this content).
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1 hour ago, YumonStudios said:
Why would you do it manually when you have so many delta V calculators?
I've updated the post with that answer
TL;DR - To learn and understand better.
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I know there are Delta-v calculations all over this forum, but I thought I'd make a video on my channel trying to break it right down and demonstrate it. I would love to know what you all think.
Running stock without plugins like Mechjeb and Kerbal Engineer can make it less simple to determine the distance your vessel can travel. These simple calculations show you how to calculate the Delta-v for your rockets stages quickly and easily with this simple formula.
Why do it manually? For the fun of learning, having that deeper understanding on how the math works in rocket science and of course understanding the science/physics principals themselves. Formulas like this are very simple for anyone to do, and are rewarding when trying to get that deeper understanding.
Please do follow and subscribe the the channel if you like.
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Keep in mind, the station routinely makes adjustments to dodge the many thousands of debris objects. It takes constant funding to keep it out of harms way. Even if boosting to a hight orbit, it will still at some point get hit by something, then it will turn into a much less useful debris field. I wonder however whether large components could be moved to the moon and landed in some way. We could probably land the entire set of solar arrays for a future moon base :).
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Also I've created a public spreadsheet of this calculation here with a Google spreadsheet. It contains some of the engine Isp's for reference as well.
http://tinyurl.com/ksp-deltavEnjoy, and please subscribe to
https://www.youtube.com/channel/UCBNHHEoiSF8pcLgqLKVugOw
and Follow me on Twitter - @MarcusHouseGame
if you like find it useful and would like to see more. -
I've made a video on this same topic here.
Enjoy and please subscribe if you like
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Awesome game... but can always use work.
- Lack of bigger solid rocket parts. Apart from wrapping the Kerbodyne Solid rockets with tiny Solids. Lets put in some big Solids to go with it all.
- Some form of part scale (Like tweakScale perhaps, but restricted to be sensible / realistic). Perhaps this would solve problem 1 as well if we could make the booster rockets 1-2-3-4-5 metres in diamater etc. Then you wouldnt need to put in multiple parts that all do the same thing (just smaller of bigger).
- Lack of things to spend science on.... I've done a bunch of Kerbin, Mun and Minimus missions, haven't even been out of Kerbin yet. I've unlocked everything and have 3000 science points I cant do anything with. How about adding many more things to keep unlocking (perhaps even go into futuristic (but realistic) parts, fusion engines, much better ion systems, much better power systems (light solar sails, etc etc). Give us more reason to keep unlocking things with science that is my entire motivation behind planing.. unlocking the next great part.
- Needing to unlock Action Groups should be removed. If they can make landing gear or lights come on from day 1, why would the technology of extending solar panels be any different.
- Needing to unlock manuver nodes seemed a bit strange (at least needs to be explained better as I had no idea why I didn't have them any more). Perhaps make it so that when you attempt to place one a message says (requires unlock) just so it is obvious). Also, because I hadn't unlocked them yet, I couldn't see them in tutorials that really needed them either.
- Please put in better docking systems like http://www.curse.com/ksp-mods/kerbal/220299-docking-port-alignment-indicator-version-5-0
- Instead of rescuing a Kerbal in orbit (seems odd... how the heck did he get there)... put him in a little failed ship (e.g. another competing space company sent him up), perhaps an engineer could fix the ship.
- Depending on angle and distance from your camera, when rotation around trying to place accurate nodes, the camera snaps in big increments (making it difficult to line things up or get the perspective you need to set the node correctly). The further away from your focal object, the worse it is. Try accurately setting a node on the opposite side of the sun. Panning your camera results in huge incremental snaps. Surely the further the distance from the object the more fine the camera could be moved when panning around? Or is this some kind of floating point problem?
- Adding parts to mine asteroids. It would be awesome to bring a big asteroids into earth orbit and set up a huge refuelling station there. Perhaps any rare metals (gold etc) could be returned for some $$$
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It is a fantastic game. Mods do slow it all down if you are using a lot. I try to keep close to stock and just use a few of the essentials (MechJeb, Docking etc).
Fingers crossed more essential stock stuff will come. Things such as in build docking tools would be great. Don't give up on the game though. As soon as things get locked down more, mods will become more stable. It is hard to develop reliable mods with the groundwork shifts from under you. But that is the nature of early access. I've had more enjoyment out of KSP than almost any other game... and it is only in Beta now.
Missions need a lot of work and more balancing. Reward should be more closely related to difficulty. I got offered 600k to test a sub orbital part for some reason once. That was strange. Testing parts should reward little but perhaps allow benefits of unlocking the part in advance perhaps (maybe even after multiple test types in different situations). As mentioned elsewhere, testing a part is a useless exercise if you've already unlocked it. But all these things are to do with balancing and finalising stuff.
Take a break for a few months. Come back... You will still love it
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Yes more stock parts such as larger solids would be great. That way we can make this
[1.10] Tilt'Em (Planetary axial tilt)
in KSP1 Mod Development
Posted · Edited by marcushouse
Yes I am having this issue as well. Everything looked wonderful from the tracking station until I went in to launch a vehicle. I was trying to find my launch window when I realised that KSC was rotating under the equator the entire time (tilt seemed to be totally locked all of a sudden. Also, another strange thing I am seeing when in orbit is the whole galaxy swaying back and forth. It's all very weird.