funkcanna
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Everything posted by funkcanna
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[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
funkcanna replied to TriggerAu's topic in KSP1 Mod Releases
Hey, just wondering why Transfer Window Planner and KAC give different windows for transfer? -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
funkcanna replied to sirkut's topic in KSP1 Mod Releases
Awesome this fixed it! thank you! -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
funkcanna replied to sirkut's topic in KSP1 Mod Releases
Anyone else have their IR icons appear as black (i.e. the thumnails show just black, featureless shapes)? -
Hey, since 1.0 I've had intermittent problems with staging where pressing the stage button does not activate the engine. This can be a big issue when in the middle of a launch as I have to right click the engine and activate that way, at which point I'm normally facing the wrong way! Anyone else having this issue?
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Heading and Inclination
funkcanna replied to funkcanna's topic in KSP1 Gameplay Questions and Tutorials
Thank you all for the replies, really appreciated! -
Heading and Inclination
funkcanna replied to funkcanna's topic in KSP1 Gameplay Questions and Tutorials
So does the inclination number go up from 0 as you head south? I.e. Take off at 180 heading gives 90 degree inclination and 0 heading gives 270? -
Heading and Inclination
funkcanna replied to funkcanna's topic in KSP1 Gameplay Questions and Tutorials
Thank you, it does help! -
Hi all, sorry if this has an obvious answer, but I'm wondering how the heading and final inclination relate. For example, what heading should I take off to get a given final orbital inclination? I know 90º heading relates to a 0º inclination - is it as simple as having a 80º heading equal a 10º inclination? Also as both 270º and 90º headings give a 0º inclination, what would the inclination be on a 80º or a 100º heading? 10º both ways? And is there a way to differentiate a 270º or 90º orbital inclination of 0º? Obviously they are going in opposite directions but is there a term for this?
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Game Stuttering / Freezing Constantly
funkcanna replied to funkcanna's topic in KSP1 Technical Support (PC, modded installs)
Ok I've improved it marginally by installing Active Texture Management - but isn't the point of 64bit that I won't need to compress the textures!? -
Game Stuttering / Freezing Constantly
funkcanna replied to funkcanna's topic in KSP1 Technical Support (PC, modded installs)
Ok I've managed to install the .run file. Same issue! Stuttering graphics! -
Game Stuttering / Freezing Constantly
funkcanna replied to funkcanna's topic in KSP1 Technical Support (PC, modded installs)
How do I do that? I downloaded a .run file? No idea how to use it -
Hi all, Sick and tired of the RAM limit in Windows, I installed Ubuntu 14.04 and installed KSP via Steam Launcher and installed the same mods I had on my Windows Install. I had to patch the launcher etc to get it to Run but the game starts and it has all my mods. However when I play, the game suffers from Horrific stuttering which makes it unplayable. Every second it freezes up then moves a bit further, then freezes again. Constantly. This is my first time using Ubuntu and I'm not very familiar with it. I think I'm running the Nvidia Proprietary Driver version 331.113 (this was the only option that said "Proprietary" next to it. My specs are: Core i7-4770K GeForce GTX780TI 32GB RAM Can anyone help? I was better off running the 32bit Windows version!
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Launch Heading with FAR
funkcanna replied to funkcanna's topic in KSP1 Technical Support (PC, modded installs)
Im doing that but its got a mind of its own! Ive read lots of tutorials etc and I'm following them, but very often my rockets just veer off at any angle they want and I don't know why! Im keep rockets slim and symmetrical. -
Hey, I'm starting to get the hang of launching (by hang of, I mean not exploding every time) using FAR in terms of the turn but whenever I start my Gravity Turn (at around 100/ms velocity) and try to nudge it to 90 degrees, very often the rocket just seems to turn whatever direction it wants. Is something in my design causing this? Basically I have no (or very little) control over the heading the rocket takes once I start the turn.
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Engines Firing in the VAB
funkcanna replied to funkcanna's topic in KSP1 Technical Support (PC, modded installs)
You are correct. I removed TweakScale and the issue went away, however why did this only just start? Ive been using tweak scale for a while -
Engines Firing in the VAB
funkcanna replied to funkcanna's topic in KSP1 Technical Support (PC, modded installs)
No I don't have Hot Rockets. I actually did not add anything at all for a while and this just happened today. Very annoying! -
Hi has anyone noticed this before? Whenever I attach an engine in the VAB or the SPH they fire constantly. It just started happening. I think it started when I added a Sub Assembly to a build and now it happens for everything! In addition to this, the engine doesnt appear in the Staging on the right. I have to wait until launch to sort out the staging. See pic!
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Hey, I started a new career so this is my "first" probe to Minmus but I used some basic Infernal Robotics. Nothing compared to what ive seen others do but it was fun! In Orbit around Kerbin: Arriving at Minmus: Probe detaching from Transfer Stage Robot Legs Deployed: Landed with Robotic Solar Panel thing!: Think ill have lots of fun with IR!
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Quick Maneuver Node Question
funkcanna replied to funkcanna's topic in KSP1 Gameplay Questions and Tutorials
Awesome thanks! I had no idea they were a + and -!! -
Hi all, when you place a node and it has the different directions, if you right click the centre of the circle it changes and has 3 icons - one is an x to delete, but what are the other two for?
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Thank you guys, thats awesome!
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Hi, not sure if this is the correct forum for this... Im looking for a mod that gives more realistic and structured mission progression. For example, slowly focus the KSP on getting to the Mun (Send probes, then flyby then land etc) then move on to Duna etc. At the moment the missions just seem wild and random. Is there such a mod?
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Thanks guys! I tried the winch but it was too far so I sent a load of RCS and attached them and flew over to the main base and successfully docked them (after multiple load quick saves!). I'll get a pic soon but I'm not at PC now! EDIT: Here is the pic:
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Hey ok so today I decided to try to build a Minmus base. I managed to get the first part down ok, then the next bit was the launch the second module and try to get it near the first. I'm actually pretty happy because I got closer than expected, but also a bit sad because it's 800meters away! Is there a way (using KAS or anything else) to get the two pieces close together as they are already on the surface and I can't launch them again (no fuel, they're just habitation modules on legs!).