ygarl
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Everything posted by ygarl
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Hello, Having an odd problem with CKAN on Linux. I selected Module manager to install on my 1.0.4. Steam install and it is continually stuck on "UPDATING MODS"... but never downloads any data. Also when I cancel the download, it is impossible to close the program - requiring me to force-close it (which almost never happens in *nix!)
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Playing Career: what to do with extra science?
ygarl replied to Tazin's topic in KSP1 Gameplay Questions and Tutorials
Pokemon meets KSP: Gotta get it all! -
OMG NOOOooooooo!!!!
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Of course, IRL - if you accidentally use the wrong conversion/forget to move the decimals the right amount, stuff like this happens: https://en.wikipedia.org/wiki/Mars_Climate_Orbiter Doh! So cheating is always a good idea.
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I did my first Mun mission last night (just) w/o upgrading to complete a contract - only took one go, no adjustments. I find the trick to get the hang of it is to do it a few times on Sandbox (w/ or w/o Mechjeb) to see where in the two orbits you leave from (i.e. what "o'clock" the Mun is compared to your periapsis), and then see what orbit you need on Sandbox and it's fairly easy. The trick with Minimus is to zoom out so you can see your orbit, Kerbin, and Minimus's orbit. Pan around until you find where your orbit CROSSES Minimus's. Then - after seeing the relative position you need to go to on Sandbox to reach Minimus, you can just make your orbit match it and you'll get pretty close the first time even without upgrading.
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Infinite Money Glitch
ygarl replied to OddFunction's topic in KSP1 Technical Support (PC, modded installs)
(Now - if we didn't have the ability to simply make all flights free at the start - or very easily edit save files, I'd exploit this. ) -
2 Hopefully Easy Mod Questions
ygarl replied to OddFunction's topic in KSP1 Technical Support (PC, modded installs)
The question is: which mods? If you delete a mod mid-game: roll the dice. If your craft/missions use the mod, it's chancy they might work. If you ADD one which doesn't change the Kerbal system itself - you're probably ok. If you UPDATE one - you're probably ok. If you Add one which does change the mechanics of the game such as KAS/KIS, FAR, etc - you're going to have to cross fingers and roll the dice. You get the same thing on Skyrim mods, frankly. -
Also: Don't forget the classic: always slap on an extra (cheap) battery... and shut it off, in case you use the others up due to exactly this type of error! (Or shut off the battery in the capsule/probe core.) I do this every time now - and ironically, the act of carrying this out means I hardly ever need to use it any more because the next thought is invariably, "Ah - that reminds me: remember to turn your craft/open your solar panels!"
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Nice rover! Hope you don't mind if I (steal) am inspired by your rover!
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Designing planes for non-Kerbin atmospheres?
ygarl replied to rofltehcat's topic in KSP1 Gameplay Questions and Tutorials
Gliders are a good thing here. Perhaps create two very long wings with double docking ports on the wing roots (to make sure they can only attach one way) and fly them into space separately, and connect them to your fuselage in orbit... (Wow - now I want to try that, but I'm in the middle of a career game at the Mun/Minimus stage...) -
Honestly - I never thought to change the lighting colour on ship parts for purely aesthetic reasons. Bravo, sir!
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I just slap 2 or 3 capsules around a central capsule (lots of the structural bits holding them to a top central point above the centre capsule - parachutes on all the outer capsules, and make sure - in the name of all that's holy - you use a pretty shallow re-entry profile. Don't just blast straight up, and then fall down!
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Good Pe for Reentry from Minmus in 1.0.4?
ygarl replied to Srpadget's topic in KSP1 Gameplay Questions and Tutorials
The whole "skipping off the atmosphere" is one of the scariest two possible failures in RL with real manned craft. In the real world of course, you'd skip off and just suffocate/starve. -
Using service bays without dismantling rockets
ygarl replied to haltux's topic in KSP1 Gameplay Questions and Tutorials
Also - be sure - ABSOLUTELY totally sure - the parts going in the bay are green when letting go of your mouse button. If I had a penny for all the times engines/batteries/parachutes/docking bays/etc etc were nooooooot quite attached but look like they are. Docking bays are my particular bugbear (though just last night with an antenna...) -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
ygarl replied to KillAshley's topic in KSP1 Mod Releases
Searched through this thread, and can't seem to find the answer to this specifically: Will this mod work on Ubuntu 14.04? I'm having NO joy currently with the Outer Planets mod, Astronomer's Visual pack, etc... -
Yet... undeniably effective!
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Smashing thread. It inspires me to try the same!
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How to use a "Space Shuttle Style" launch stage?
ygarl replied to lugge's topic in KSP1 Gameplay Questions and Tutorials
(Or to launch two REAL shuttles - one full of your main payload, one full of cubesats/probes to Duna/extra fuel tanks for another mission/new section of your (nonexistent as yet) space station) - - - Updated - - - The shuttle was an immensely over-priced program with devastated manned space exploration. If they'd not built the STS, and instead done what Space-X is doing now (i.e. further developing using the S-1 Apollo engine - increasing its efficiency, reliability and so on) we'd be getting news broadcasts from Mars right now, and and the exploration of Jupiter and Saturn might well have been manned... Humanity has not had the capability to leave earth orbit for 45 years. That's appalling. </end thread hijack> -
That is such a totally awesome and mental idea! (Now, I want to make a freaking gigantic lifter/bay combo and put like 50 of these things on board, connected to 4 or 5 separate mini-lifters w/ RCS to send them to various bodies and just spam science all over the Kerbal System!!!)