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KSP2 Release Notes
Everything posted by swjr-swis
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Dem's fightin' words... Strange people. How do you manage to play a game for even 5 mins without starting to talk aloud to nobody in particular?
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Any of the dV recommendations you see (like the various dV maps) are always listed as vacuum dV. Mind what @Snark said though: you will want to check the sea level numbers too, to check if the TWR of the first stage is enough to lift off the surface.
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Never. Years ago now, I've had my 5yr old niece on my lap gleefully watching me build and test-fly Kerbal contraptions, adding odd bits and ends to my rocket, because clearly they needed to be there. And helping hit the spacebar at all the right wrong interesting moments. With apparently completely hilarious results, to her. I made her and her slightly older brother a Steam account a while ago, and added a small collection of games to it. KSP is among them. Never too early to start playing KSP.
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The horse, expire it did. Beating it more, we shall not.
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"Oh you're in luck today! You get one of the special seats, with built-in seat-warmers!"
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Advice on ascend profile for my ship
swjr-swis replied to MaxKot's topic in KSP1 Gameplay Questions and Tutorials
A few small tweaks to your craft, and an ascent profile much like @Streetwind suggests, can get you back to a 80km orbit with a good bit of margin to play with. I did have to strip the non-stock parts to be able to load your craft and test/tweak it. But I think you'll find there's enough margin to re-add them and still get to orbit (and back) easily. Tweaked craft file: https://www.dropbox.com/s/qo793yjv7bvf5oj/_Scanner 02 minmus.craft?dl=0 -
Warfare in KSP2 (Using mods and multiplayer)
swjr-swis replied to JustDark's topic in Prelaunch KSP2 Discussion
Personally, I'm hoping nothing about the base game or its modding systems go out of their way to facilitate any of this. I'd be very content to never see any kind of weapon/battling systems in KSP2, ever. Someone is going to add it by way of mods, that's practically inevitable. But maybe if it's at least not facilitated, it'll remain a very niche thing, and those urges will mostly be taken to other games. There's enough games out there catering to that sort of thing. It's not like we need much effort or imagination to cause destruction in outer space anyway. Throw a bucket of bolts out the airlock at the right moment, even from halfway around the planet - 10000x more effective than any overpriced high-tech missile or lazor you can ever imagine. -
Canadarm2 ouchie... https://www.asc-csa.gc.ca/eng/iss/news.asp#20210528 "Lucky strike: Canadarm2 stays the course after an orbital debris hit"
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KerbalX.com - Craft & Mission Sharing
swjr-swis replied to katateochi's topic in KSP1 The Spacecraft Exchange
Error confirmed. While it's being looked at, you can download the latest github release directly from here: https://github.com/Sujimichi/CraftManager/releases/tag/1.2.0 You will also need to download and install KXAPI: https://github.com/Sujimichi/KXAPI/releases/tag/1.2.0 -
You, and me, and everyone...
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And in the early morning when there's no games going on, the arena floor parts and they launch a Mun rocket from the subterranean silo. No? Just me?
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Not to be equally pedantic but: it actually didn't. (hint: what airs in *your* country may not be so for others.)
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Ahh ok. A character from an post-edited extended universe to an existing franchise that I could only ever know if I subscribed to and paid for a service created for the specific purpose of gating access to that content. Ok, got it. [minirant] Disney has decided to gather all their toys and take them home with them. Not sure what they expected to happen. Granted, they were nice toys for as long as it lasted, but I am quite happy in the sandbox I was already playing in, and have enough other toys to play with. I'm not going anywhere. Buh bye! [/minirant]
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Fully agreed. I honestly don't even see kerbals as a city-building society, at all. I would be happy with a random smattering of small concentrations of buildings, something to show where kerbals live, learn and work. Mostly small residential areas, but some obviously focused around locations for education, mining, farming, snack distribution, some power plants, a couple of factories and research centers, etc. I mean, we do know they form companies... at the very least there's construction, space component fabrication, fuel distillation, food. In current KSP we have all these allusions to those but nothing to show for it on the surface, so it'd be warranted to see some physical manifestation of those when exploring Kerbin. Nothing says it needs to be entire cities though.
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... who?
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KerbalX.com - Craft & Mission Sharing
swjr-swis replied to katateochi's topic in KSP1 The Spacecraft Exchange
Uhm.... no. If there's no Internet, it can't connect to the KerbalX site. -
KerbalX.com - Craft & Mission Sharing
swjr-swis replied to katateochi's topic in KSP1 The Spacecraft Exchange
Use the KerbalX CraftManager mod to upload your craft. It will automatically update the KerbalX database with any new parts it sees. https://kerbalx.com/CraftManager -
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Small hardpoint problems
swjr-swis replied to AlpacaMall's topic in KSP1 Gameplay Questions and Tutorials
Have you tried this? If you attach the hardpoint/pylons directly to the fuselage, regardless of how you rotate it, it will detach from the fuselage when decoupling. They go with the 'payload'. No amount of rotating will change this. The only way to get them to stick to the fuselage after separation is by first attaching them to what will be the payload, then attaching the craft to the hardpoint as if it were the payload, then reroot the whole thing. EDIT: I have to qualify my statement by saying that this is how it used to work, and what you would expect (always decouple from the striped/explosive side, the side that by default it is radially attached by), at least up to 1.3.1. The way it works since at least 1.8.1 may appear to do what you say... but only because it's bugged. 1.3.1 - it will consistently and predictably separate from the indicated/striped side, sp you can build in reverse and reroot and it stays with the fuselage after separation. 1.8.1 and up - it will ALWAYS separate from the fuselage and go with the payload, regardless of how you build. -
Besides, it's a perfect location to establish an evil lair a 'roid mining base.
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Small hardpoint problems
swjr-swis replied to AlpacaMall's topic in KSP1 Gameplay Questions and Tutorials
It appears to be a bug that has creeped into KSP along with Unity upgrades. This used to work correctly up to version 1.3.1, see the video. There is a year old bug report for this in the bug tracker, showing it's a general problem with at least all radial decouplers, and apparently since 1.8.1. No reaction to it, not even confirmed. But it shows the matter to be a bit more complicated. https://bugs.kerbalspaceprogram.com/issues/25017 EDIT: this is a sneaky little bug. Apparently, it only rears its ugly head when you BUILD A NEW CRAFT in the newer versions. Loading the 1.3.1 craft... all works just fine in both 1.9.1 and 1.11.2. Then I thought of also testing making that same craft from scratch in 1.11.2... and BAM, it detaches in the wrong way. So it would appear the error is in the part/model definitions, and not the decoupling logic/code. Test craft 1: https://kerbalx.com/swjr-swis/0-hardpoint-test (made in 1.3.1, tested also to work correctly in 1.11.2) Test craft 2: https://kerbalx.com/swjr-swis/0-hardpoint-test2 (this one created from scratch in 1.11.2, detaches incorrectly!) -
"Jeb, stop horsing around!"
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How to find a (relatively) level landing site?
swjr-swis replied to maddog59's topic in KSP1 Gameplay Questions and Tutorials
... the slippery tentacles of Kraken.... One -kerbal- theory is that those are one and the same... -
Letting you know!