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yorshee

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Everything posted by yorshee

  1. He sounded pretty confident in his answer, but he hasn't checked the debug menu yet.
  2. DasValdez just confirmed there isn't a delta-v readout.
  3. It's the SAS over-autocorrecting, I think.
  4. I just asked Akinesis to check the debug menu but he didn't check through all the tabs so I still have no idea.
  5. If it's in the debug menu then I'll be happy, as long as it's in the stock game. I guess we'll have to wait for the release to check ourselves. Or we can ask a streamer.
  6. I hope I'm not dampening the hype by posting this here (I'm still super excited for 1.0!), but I need an answer for this. I've been watching the KSPTV streams and I noticed there is no delta-v or TWR readout anywhere in the Engineer Report. I remember reading somewhere that this was going to be in 1.0 and I'm disappointed that, for some reason, it didn't make it in. I'm happy with 1.0 but it would have been perfect if this would have been included - I would have no reason to run any mods whatsoever, other than a few beautification mods. Does anyone have any more info on this?
  7. Scott Manley's videos helped a lot, as well as watching fellow once-newbies at the game learning to play it, like JackSepticEye for example. So yeah, Youtube videos, plus some trial-and-error Hyperedit messing around on Sandbox mode.
  8. I'll get her to Vall, of course!
  9. I could have a go at that! I want to get some more work done on my 1.0 career save comic first though - I plan on having a few pages for backstory and character introduction before I actually start to document my career progress, so I should really get to work on that asap - the game is coming out in a few days now!
  10. But all Kerbals love science! 'Violent chemical reactions' is just a fancy way of saying 'explosions' to them. Kerbal proportions are pretty easy once you know what they are - their head-to-body ratio is literally 1:1. It's pretty weird, now that I think about it. I have to admit, I do draw their a bit too 'floofy' for my own liking. But it's impossible for me to draw their hair as it is canonically, 'cause it sorta grows inwards to the middle of their heads while remaining perfectly flat, and that doesn't make any sense in reality. Thank you! I took a lot of liberties with the Eve picture, so it's not very accurate. And yeah, drawing facial expressions is one of my favourite things to draw. Again, thank you!
  11. Something for the Kerbal Countdown.
  12. Is there meant to be another riddle today?
  13. I said this on my blog and I think it's appropriate to say it again here: With the overhauled aerodynamics and all the features and parts that come with it, I literally have no reason to run any mods anymore, maybe other than one or two beautification mods and small things like KAS and Chatterer. I'm also really pleased that the loading time for a stock install has been cut down to less than half of what it is currently, with all the optimisations Squad has done. The only thing that's stopping this from being perfect is the weird fairing separation, but from looking through this thread, it looks as though it's being sorted out.
  14. I saw! It was awesome. I'm working on some new drawings for the Kerbal Countdown but I have no clue if drawn fanart even counts for the Kerbal Countdown thing.
  15. An error keeps popping up in the Debug Menu and it's stopping me from docking, and I think it has something to do with FAR because this is what it says in the output log: What's causing it?
  16. https://twitter.com/KerbalSpaceP/status/589098212750950400 It has something to do with the Apollo 10 crew!
  17. https://twitter.com/KerbalSpaceP/status/589085685757411328/ This was just posted to Twitter! Kerbals can have middle names and suffixes at the end of their names now! Cool! But....What does this mean? What is the significance of this image? We have to analyze it!
  18. I'm not sure if I'm allowed to cross-post from the thread I made to here or not, but I need help. D: I landed a drill on the surface on Minmus where there is definitely ore to mine, but for some reason the Karbonite drill, which is the drill I've used to mine ore loads of times before, isn't working for some reason. I have the option to drill Karbonite, but not ore. I know it works because I've done it before in the past. I made a thing out of all of the drill parts I have (other than the oceanic ones) and only the auger gives me the option to mine for ore. Why did it suddenly stop working? D: Is there a way I can fix it?
  19. (The only relevant mods I have are Karbonite, ScanSAT, and EPL, nothing else should touch the Regolith stuff) I landed a drill on the surface on Minmus where there is definitely ore to mine, but for some reason the Karbonite drill, which is the drill I've used to mine ore loads of times before, isn't working for some reason. I have the option to drill Karbonite, but not ore. I have the Extraplanetary Launchpads plugin thing, so it should work, and I know it works because I've done it before in the past. I made a thing out of all of the drill parts I have (other than the oceanic ones) and only the auger gives me the option to mine for ore. Why did it suddenly stop working? D: Is there a way I can fix it?
  20. That's true. It also happened once when I was using KAS pipes to load one of my resource-transferring rovers with Karbonite, though when I reloaded the save and tried it again, it worked. I guess the relevant mods I have installed are Kerbal Attachment System and Karbonite for that one-off bug I just mentioned, and for the more persistent bug that I explained in the OP, would be the USI Kolonization mod since I was using their docking ports and tube things. ...I still have this funny feeling it isn't because of my mods though, since both of my bugs as well as Danny's example all have one thing in common, and it has to do with attaching things together. I'll try to replicate the effect with a vanilla install later.
  21. (I have a modded game but I don't think it matters since this also happens in the stock game) I've been working on an extravagant Minmus base for a few days now, shipping new pieces from Kerbin and attaching them to the main part of the base by scooting them along Minmus's surface using RCS and into the docking ports, but sometimes I keep getting that Glitch Device effect. You know the one, right? Danny did a video on it, the one where you attach a Kerbal to two claws and then the surface disappears from underneath you and anything in the planetoid's SOI falls to its invisible core and explodes. That keeps happening, but it happens when I'm sticking my base together for some reason. What exactly triggers this bug? I'd like to know so I can think of some workaround way of building my base so I can avoid that bug. I hope it gets fixed in 1.0!
  22. I have them attached to Extraplanetary Launchpad's workshops. I managed to EVA a Kerbal out of the door after transferring him into it, but now he won't go back in again, it keeps saying the module is full.
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