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Everything posted by Waxing_Kibbous
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The Hyperactive Hyperdrive
Waxing_Kibbous replied to Invadersir's topic in KSP1 Challenges & Mission ideas
@HoloYolo have you seen this? -
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Doing some research on this mod I came across a video that showed a panel where you could see the Kerbal skills but I don't have any Dangit! icon in my toolbars- is there some way to access this? Also, I have no idea why I am using this mod Are we all crazy here? Just in case I chicken out later, does removing the mod affect active vessels in any way?
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Squad, "Target Mode" is DRIVING ME CRAZY
Waxing_Kibbous replied to RocketBlam's topic in KSP1 Discussion
IMO the worse thing that happens is that you have a pilot hold retrograde while landing and notice at the last second that the mode is still set to orbit instead of surface- this seems to happen on Minmus quite a bit. -
Yes, both there and the new LS tab. Personally I think this is way too cluttered in the end game with all fuel tanks unlocked, best in it's own tab only.
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(4/9/2017) [1.2.x] v0.6: Revamped Stock Solar System
Waxing_Kibbous replied to Whirligig Girl's topic in KSP1 Mod Development
Update: On Linux, KSP 1.2.1, MM 2.7.3, Kopernicus 1.2.1-1 The startup menu shows up and I can start a game. The Mun doesn't show up and Laythe is yellow but everything else looks fine.- 289 replies
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Just got back from Minmus and was thoroughly impressed by the treatment you did there- I can't wait to explore further! *as someone who has dabbled in 3D since the late 90's I always appreciate things that look good while being lightweight, keep up the good fight
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Crash on rendez-vous in LKO
Waxing_Kibbous replied to Jashin's topic in KSP1 Technical Support (PC, modded installs)
HIGHLIGHT_FX = True pretty sure I didn't use the Aero Overlay, it's not something I use. Is this just a 1.2.1 thing though? This is my first CTD in the 1.2 series, including pre-release- 11 replies
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Crash on rendez-vous in LKO
Waxing_Kibbous replied to Jashin's topic in KSP1 Technical Support (PC, modded installs)
I'll add my voice here as well- was approaching a vessel to do a rescue and had a CTD when I got close, I'm not sure if it was during a vessel switch though. Restarting the game allowed to to complete the mission however, no issues.- 11 replies
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I've seen one issue, and maybe I'm doing something wrong- my 1.2 game is set up to pay to unlock tech. I copied the settings file, mods, and save file from 1.2 to 1.2.1 and now some tech is locked again. Honestly, I have lots of mods so it could be from that, just checking to see if anyone else has this issue. Anyhow, 1.2 has been awesome since pre-release, great to see it getting honed even more
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Help with low Kerbin orbit rescue mission
Waxing_Kibbous replied to Snotshot's topic in KSP1 Gameplay Questions and Tutorials
Here's a good video- one important concept is to keep the navball in target mode and to use only the retrograde (yellow) and prograde to target (pink) marker. I like to use a one star pilot to keep my vessel on retrograde so I can focus on the velocity. When you get more comfortable you can start using a method where you push or pull the yellow and pink markers towards each other. Go to around 4:00 to get to the launch -
This is a great visual mod, thanks for making it. On the subject of clouds I think the density is perfect as is, the sunsets look great and you don't feel like you are always launching through a wall of water vapor. I look forward to the other additions in the "planned" list
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This always gives me a twitch of annoyance- you put a cargo bay on your sweet ride in the VAB, open the doors and start filling it- everything wants to be attached to the outside, so you do the old guess which rotation keys are the right one to get your goo, battery, etc. inside the bay. And repeat with the next item. Fixing this would be a nice bit of polish.
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Waxing_Kibbous replied to nightingale's topic in KSP1 Mod Releases
you have to access it via the KSP settings menu in this version.- 5,206 replies
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(4/9/2017) [1.2.x] v0.6: Revamped Stock Solar System
Waxing_Kibbous replied to Whirligig Girl's topic in KSP1 Mod Development
I'm having the same issue, is this relevant? Linux, from the KSP.log: [LOG 12:23:37.197] [ModuleManager] Changes : Changed : RevampedStockSystem/KopernicusFiles/Duna/Duna.cfg Changed : RevampedStockSystem/KopernicusFiles/Duna/Ike.cfg Changed : RevampedStockSystem/KopernicusFiles/JoolSystem/Ameli.cfg Changed : RevampedStockSystem/KopernicusFiles/JoolSystem/Bop.cfg Changed : RevampedStockSystem/KopernicusFiles/JoolSystem/Gobe.cfg Changed : RevampedStockSystem/KopernicusFiles/JoolSystem/Jool.cfg Changed : RevampedStockSystem/KopernicusFiles/JoolSystem/Kev.cfg Changed : RevampedStockSystem/KopernicusFiles/JoolSystem/Tylo.cfg Changed : RevampedStockSystem/KopernicusFiles/JoolSystem/Vall.cfg many other bodies aren't being loaded. I also noticed many texture paths in the planet cfgs are missing the .png file extensions, not sure if this is a factor. **Removing this because a clean install is completely different**- 289 replies
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I agree with the OP, Minmus is too heavy in science. I think the whole thing could be rebalanced to include needing at least one outside body to finish off the tree, if not 1.5-2 outside bodies (things outside the Kerbin system). This would encourage more exploration. I usually play with science pretty low, 40-60% just because of this. 100% science is just way too squishy.
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Bad idea: Step one: start dinner Step two: fire up KSP.
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The idea is that Kerbals cost a ton of money to hire, getting paid to pluck them from local to Kerbin orbits is really OP. Is it possible in MM to: a) pay no funds for Kerbal rescues, bonus: get additional rep b) still get funds for part recovery contracts
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Please Help! About the ejection angle
Waxing_Kibbous replied to OME's topic in KSP1 Gameplay Questions and Tutorials
This video may help, although the technique described is best for Eve and Duna- around 4:30 I believe the concept of the ejection angle being parallel is mentioned: https://www.youtube.com/watch?v=7tQOZl1d_m8 For Kerbin's moons though I usually plop a node about where it is in the OP image, pull prograde until the Pe approaches Kerbin, adjust the position of the node on the orbit using the ring until I get the most efficient position, which is the position where the Pe is at it's lowest. As you move the node along the orbit you will see the Pe sink then rise again, you want the node at the position where it is lowest. If that position happens to be inside of Kerbin that's bad, a good height when returning from the moons is a Pe around 25,000m. Lastly adjust the prograde burn accordingly. Doing this will show you visually what the tutorial says. https://www.youtube.com/watch?v=u1SSHWM_phU this video discusses the idea of slowing down/speeding up to meet objects in higher or lower orbits. -
This is why the first thing I do on a new install is change fine control to "tab."
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How hard is docking
Waxing_Kibbous replied to Maxmaster084's topic in KSP1 Gameplay Questions and Tutorials
I learned how to dock using training wheels first- I had 2 identical rovers at KSC with docking ports on the front that I practiced with to get a feel for what would actually happen in space. As others have said, it does get easier each time (mostly). -
Anyone else getting USI-LS parts in the fuel tanks section 0.5.4, or is my Gamedata folder totally borked at this point
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