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KSP2 Release Notes
Everything posted by swjr-swis
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Yes, I assumed that's what you meant, since you referred to IVA and launch/descent. In retrospect, I guess their little teaser doesn't really say anything about IVA. Would be a bit disappointing if it turns out they can't remove their helmets inside a cabin. But we'll have to wait and see when 1.6 comes around.
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You can't. Not yet anyway - the most recent KSP Loading preview shows (among other things) the possibility of removing helmets and neck rings, but this is a feature to be introduced in the upcoming version (1.6) of KSP. There's no such thing as an 'IVA helmet' btw. They either wear their EVA helmet, or nothing.
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The only correct way to play KSP is pure stock. Implying any differently is a blasphemy of the highest order and a violation of the One Prime Directive "Thou Shalt Not Mod", which is punishable by violent eye-rolling and derisive laughter. Repent now, and we may suffice with mocking you until your sins have been atoned.
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Loading KSP from computer files
swjr-swis replied to GameData's topic in KSP1 Technical Support (PC, modded installs)
The launcher has been stillborn for quite a while now - it's still included in the game files, but stopped working several versions ago. Why they keep adding it to the game files is a mystery - it just continues to confuse people. Ignore the launcher, and start the game through the KSP_x64.exe file (or a shortcut pointing to it). What you're trying to do won't work anyway. KSP requires any save to be located inside the <KSP>/saves/<savename> folder to load it. There is also no command line parameter to insta-load into one specific save. At least not in stock. -
Or create your own starting set with the debug menu, Kerbal/Create. You can pick their genders, professions, experience, personalities, make them badS or veterans (or both), and give them your own choice of name. You can even make them tourists. You can make a whole new set for every single game... or half-way an existing save. We have the technology, people.
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IPS abandoned markup code for users and chose explicitly for WYSIWYG only. So that's what we get. There's still some legacy crap in there that parses some codes.. or it may not, since they don't care to keep it updated, and any update may break it or drop it altogether. https://invisioncommunity.com/forums/topic/417407-ips-40-the-current-state-of-bbcode-and-its-future-is-bbcode-officially-abandoned/?page=4
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Some things have to be changed on the fly, and many settings (especially sliders) cannot be done in action groups. Hence the request for actual 5/7/9 editor symmetry still being valid. No less merit to your method of composite symmetries - if all you're after is the visual or mass/thrust balance effect.
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Tinny reaction wheels.
swjr-swis replied to Xurkitree's topic in KSP1 Suggestions & Development Discussion
Take a small inline reaction wheel, slide the Wheel Authority slider down to 2 (0.02 x 5.0). Voilá, a 0.1 kN reaction wheel that fits (nearly) perfectly on an OKTO2. Still lighter and more compact than an OCTO or HECS. -
I would not mind a stock centrifuge habitat. However, if one were to be implemented, I would be disappointed if it didn't actually rotate. Which inevitably would lead to the realization that what I actually want is a generic rotating joint I could use for my own various purposes, which may include my own concepts of rotating habitats. So I guess I would prefer a rotating joint of some kind. Still, I agree a pre-made one-part habitat would be nice. After a rotating joint. On a side note: I will always wonder what people have in mind when they set the 'Make voter names public?' flag on forum polls. Especially since it's not the default setting and they have to specifically choose to make it so. I don't understand why that option even exists. Incidentally, it's a guaranteed way of making me not vote, as a matter of principle. "I want lists of names! Who agrees with me, who disagrees with me, who refrains from comment. Find out those names!"
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I'll admit to having done 30 seconds per frame a few times. Wouldn't say I'd not settle for any less.
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Well, I guess you're old enough to know now, so here goes. When we are in the mood for new kerbals, we travel to the Mission Control building, where we can usually find a rescue contract or two. Select a willing one we fancy, and then we gently click the offered button. If we click the button just right, the contract gets accepted and a kerbal spawns somewhere in orbit! All we have to do is build a stork rocket to fetch it for us and bring it to the space center.
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The link I gave you shows 1075 actual craft specs made by people that looked at the Poodle and thought: This is perfect. They not only used the Poodle, they felt like the result was worth showing off and sharing. I figured that by looking through them you could determine what you may be missing. If none of those craft fulfill any of the use cases you can dream of, then in your context you are not missing anything, which would also be an answer. I do notice you put the lower bound on acceptable solutions on a Terrier, and then add an upper bound which is also a Terrier. If those are the bounds, then we can wrap up this exchange: you're not missing anything - the Poodle is indeed not very good at being a Terrier. Because, well, it is not a Terrier.
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Nuclear Engine Cooling Help
swjr-swis replied to Mars-Bound Hokie's topic in KSP1 Gameplay Questions and Tutorials
Precoolers are specifically configured to soak up more heat, conduct it slower, and irradiate it more efficiently than most other parts. They're not as efficient as radiators at it, but they don't use EC to have this effect and add very little drag. They do not need air to do this, their thermal effect works in vacuum too. Precooler downsides: It 'only' carries 40 units of LF compared to 150 for the nacelle or DSI, but I never really understood why (or where?) this part carries any fuel anyway, so those 40 units feels like a bonus already. It only really affects directly attached parts, where radiators draw heat from further away (static attached+1, deployable the whole craft). Squad toned down the heat buildup of the Nervs quite a bit at one point, to where they hardly ever need special treatment anymore. I find precoolers to be effective enough now even for prolonged burns. It sure beats the heavy drag and EC penalty of radiators, plus they are one of the best air intakes for spaceplanes.- 15 replies
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- nuclear engine cooling
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Quicksave and misaligned parts
swjr-swis replied to Klapaucius's topic in KSP1 Technical Support (PC, unmodded installs)
I've had it happen with a tiny 0.625m craft with just a single EAS and kerbal. I remember ending up having to quicksave with the kerbal floating in EVA just above the craft, because any quicksave with the kerbal in the seat would reload with the gear all bent. -
Quicksave and misaligned parts
swjr-swis replied to Klapaucius's topic in KSP1 Technical Support (PC, unmodded installs)
I've experienced this a few times, to the point of having to give up on saves or craft files because they would only ever load with the gear completely crooked. The angles at which the gear get bent seemed completely random to me. I suspect it has something to do with kerbals in an external command seat.. because that is the only common factor I noticed between the times it happened. If I'm not mistaken, you have a lot of kerbals in EAS there too. -
https://kerbalx.com/parts/64 Over 1000 Poodle use cases all neatly on one site to peruse, with downloadable craft files. A few examples: Landers, of course: https://kerbalx.com/sixstrings/Skyzabov-Lander-+-Launcher-v2 https://kerbalx.com/Raptor9/IV-1B-Meerkat-Titan-3P Geostationary payload insertion: https://kerbalx.com/Rothryn/GeoSat2 Munar transfer stage: https://kerbalx.com/Nessa/Apollo-11 Big interplanetary station type constructs: https://kerbalx.com/Raptor9/EV-5-Drifter-Block-1 Vulcan science vessels: https://kerbalx.com/Lockatello/Vulcan-DKyr-class
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I copied it into a file, will test in a moment. For future reference: pasting long texts like this messes up the forum for some people, I think in particular those reading on their 'smart'phones, so it's frowned upon. No doubt a moderator will soon drop by and edit your post. It's better to post craft files on a craft or file sharing service and just share the link to the file (KerbalX is a good place, but you can use Dropbox, or OneDrive or any similar thing). Ok, that was a quick test. I can't load the file, because it has modded parts. Which supports my suspicion that mods are playing a part in this bug.
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Same here, I don't see this happening in my game. You have cropped the picture, so it's missing information that may help. For one, the staging sequence is not visible, which might give some clue to the cause: the difference of 10 in the default fuel prio is usually an indication that parts have been placed in separate stages. The other valuable information missing is whether you have a stock game or if there may be mods interfering. It should not happen, and I can't reproduce it with what you're giving us. Do you have a craft file?
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A bit more upper range in the separation force would be nice, I agree. Especially with heavier constructs and bigger boosters, I'd prefer to keep part count down and not have to use sepratrons all the time. This runs into a technical limitation of the game - the tree structure of craft files doesn't allow parallel attachment paths. For it to work like you suggest, both of the parts would need to radially attach and then the booster to attach to both of the decouplers. Your first suggestion would be sufficient. With a bit more separation force available on individual decouplers, and having sepratrons available for things beyond that, there would be no need to make multiple decouplers work.
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Ore tank new feature
swjr-swis replied to Cassel's topic in KSP1 Suggestions & Development Discussion
It could be as simple (*) as adding several initially empty resources to the part definition, and making the code lock all other resources from use once any of them gets filled (and release when emptied). With the locking mechanism preventing 'double-filling', all resources could be configured to use the full volume of the tank. -
Do you play KSP only or are you into lots of games?
swjr-swis replied to Klapaucius's topic in KSP1 Discussion
Started with Pong and similar cartridges on a faux-Atari console, collected thousands of games on my trusty old C-64 on cassette tapes and floppies, to a collection of somewhere around 2000 PC games started from back when they came boxed with printed manuals and keyboard templates to the current digital distribution methods. Steam lists 17 games listed with more than 100 hours, Skyrim tops that list at 1735 hours (old and new combined), but non-Steam-tracked games have taken more time than that, KSP one of them. I used to be in EVE Online a few hours every day for years; maybe more than a few. Homeworld and Cataclysm (boxed versions), Anno, Command & Conquer, Settlers, Civilization, SimCity, X-Wing vs Tie-Fighter, Flight Simulator... easily hundreds of hours in many entries of those series. I may have sunk a few hundred hours on FIFA and F1 games. Sims 2/3/4... I always disliked the actual game aspect of those, and I never bought into the DLC, but I must've spent hundreds of hours in the build modes and world editor. Need for Speed series. My gaming seems to follow the same non-pattern as my music taste: whatever happens to fit the mood of the moment. I own enough games that I never need to look around much to find something to fit the mood. I don't much have the luxury to play lately as I used to, but when I do find time, it's certainly not just KSP.