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Posts posted by Zeroignite
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Departure? How?
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OK, I think I know where I want to put my next Mun base...
...hanging below an arch, 50m off the ground.
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I am in favor of this. FPS is a big limiting factor in base-building density, which seems a little silly to me since the base modules are all sitting stationary on the surface.
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...I think I know where I'm gonna put my next Mun base.They see me hangin', they hatin':
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One thing to note though is that because of the LV-N's high mass, for ships smaller than around 9 tons you can actually get better delta-v out of the 24-77 radial engine, or the 24-77s.
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The source code is included if you want to check it out yourself. With the number of people who have downloaded this, if there was anything malicious I'm fairly certain we'd know by now.will it put any virus's on my computer? cause earlier this week i had like 125 of something on my computer that was making anything that involves the internet not work, and it took like an entire day to fix it -
Hmm... it's possible that just pasting in the Recycler module from Extraplanetary Launchpads would work, actually. Noms any debris within 50m.
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Ah, I use alt-f4 for that.
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Ok, sold. Downloading
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Doesn't work if you have "simulate in background" enabled, which is useful for things like scanning/mapping.As a general emergency measure, when something like that happens to me, i immediately alt-tab and stop KSP clean in its tracks. Its a bit unorthodox, but if you catch it before it has a chance to autosave itself, you can always revert your last few actions. -
:sigh:
You can't build structures bigger in any dimension than 2.2km, since beyond that distance vessels only follow Keplerian mechanics.
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Folks, read the thread title. This is about manually editing your quicksave.sfs or persistence.sfs file.
As for me, I've done it twice. The first was to resurrect Bill and Samfred Kerman, after being forced to terminate a rover where they were just stuck ragdolled and bugged in the seats without any control. The second time was to update the resource information of a mod part when a mod update didn't refresh properties of already-flying parts.
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Boffinbox, how'd you get violet Quantum Struts? Those look neat
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Munar infrastructure!
I bootstrapped an extraplanetary launchpads/kethane base on the Mun using only two launches. The first base I built was on Minmus (due to miniscule dV required to escape Kerbin), but this was a methodology practice for an upcoming Duna colonization.
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nope nope nope nope nope nope nope nope.
EDIT for more content: I already payed Squad for the game. Them taking advantage of my playtime for extra revenue would just be ****ty.
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What's the memory footprint of KerbTown + Kerbin City?
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I dropped three base modules there back in 0.18.
Haven't been back since (not a lot of KSP playing), but it's my next open launch window in the current save so a survey probe will be outbound shortly.
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Super handy, +rep
Now who wants to thread the 0-inclination needle on Pol...
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Zekes, duuuuude. What kind of system is that running on?
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I run DRE, and honestly wish it were less forgiving. I really want to also run FAR, but it doesn't play nice with MechJeb's aerobrake predictions, and I kind of rely on those.
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All those wing parts? They were a mod, C7 Aerospace. C7 has since been hired as a dev and those parts are stock. Before that mod, nobody had tried airplanes as a thing.
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Heh, I was meaning to suggest not adding flags or bases to the "flights in progress" counter today.
So basically, +1.
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Space is bigger than that.I'd say about 80k is the lowest I'd risk. Otherwise, you chance having landers slam into it on the way down, or suborbital hops smacking into it, or it plowing into debris, probes, passing slingshot attempts, and the like.A lower orbit means it has more chance of being in any given point of that orbit at any given time, and more speed when it's there.
[0.23.5] Spherical and Toroidal Tank Pack (Updated 05/02/14) (New download link)
in KSP1 Mod Releases
Posted
Is there any way to update the tanks in-place without compromising currently active vessels?