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KSP2 Release Notes
Everything posted by Paaaad
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Are Kerbin Circumnavigation challenges still a thing?
Paaaad replied to Pandemic's topic in KSP1 Challenges & Mission ideas
As I type this, the Elcano Challenge is the very next thread in the list. That's all about circumnavigations, of any body in the stock Kerbol system. -
[1.12.*] MOAR [x] Science! - KSP Science report and checklist
Paaaad replied to linuxgurugamer's topic in KSP1 Mod Releases
A lot of experiments take more than one go to collect all the science they can give you- it's basically just the EVA/crew reports, the thermometer, the barometer, and the big scanning arm that you can get in one go. You get all the science from the orbital ore scanner the first time too, but that's a bit different. It takes three runs to get all the science from the Mystery Goo on Kerbin's surface for example, and four for the Science Jr. in the same conditions. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
Paaaad replied to IgorZ's topic in KSP1 Mod Releases
A winch implies a flexible cable to me anyway, and I really don't see that being able to attach to anything without Kerbal interaction, or at least a robotic arm, in the first place... Detach perhaps, but not attach. Try pushing a rope and see where that gets you. -
[1.12.*] MOAR [x] Science! - KSP Science report and checklist
Paaaad replied to linuxgurugamer's topic in KSP1 Mod Releases
Yeah, I think it would work if the list there had it as "Kerbin's Desert Launch Site (Dessert)", rather than "Kerbin's Desert Launch Site (Shores)". Don't quote me on this, but it's likely just a config file thing. Or perhaps the mini and micro biomes are coded into the mod weird... -
[1.12.x] GravityTurn continued - Automated Efficient Launches
Paaaad replied to linuxgurugamer's topic in KSP1 Mod Releases
It's never exactly been well advertised- more of a word of mouth thing. I don't remember if it was Overengineer1 or AndyMt who put it in, but I think they originally used it to reset quickly while testing the mod. They brought it up on one of the old threads for similar reasons to you adding the new button, and it's just been one of those things where if you knew you knew, and it was unlikely you would just stumble across it if you didn't. -
[1.12.x] GravityTurn continued - Automated Efficient Launches
Paaaad replied to linuxgurugamer's topic in KSP1 Mod Releases
Ah, it's [ALT]+Improve Guess to reset. Don't use it that much, but I know it's there. -
[1.12.x] GravityTurn continued - Automated Efficient Launches
Paaaad replied to linuxgurugamer's topic in KSP1 Mod Releases
I think it's [Alt]-Improve Guess. Saving the vehicle with a different name- incrementing a version number for example- will also make GT start from scratch. -
[1.12.x] GravityTurn continued - Automated Efficient Launches
Paaaad replied to linuxgurugamer's topic in KSP1 Mod Releases
Well make sure your launch clamps actually decouple for one... -
[1.12.*] MOAR [x] Science! - KSP Science report and checklist
Paaaad replied to linuxgurugamer's topic in KSP1 Mod Releases
Check your mod settings. There should be one to "Hide Difficult Science" or something similar. -
[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
Paaaad replied to TriggerAu's topic in KSP1 Mod Releases
Good! Thank you! -
[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
Paaaad replied to TriggerAu's topic in KSP1 Mod Releases
Is this working in 1.11? -
[1.12.*] MOAR [x] Science! - KSP Science report and checklist
Paaaad replied to linuxgurugamer's topic in KSP1 Mod Releases
Ah, misunderstood that then. -
[1.12.*] MOAR [x] Science! - KSP Science report and checklist
Paaaad replied to linuxgurugamer's topic in KSP1 Mod Releases
Oh, it is totally possible to get that data. Easy even in most cases. Splashed at Kerbin's Oceans? Just go for a swim. It's the landed data that's difficult from that biome... This thread should help with the more obscure ones. You're still never going to get flying low over the Sun though. -
I do it every time I update- just copy and paste in bulk and I can start them right up no problem without any manual editing at all - I do need to redo the flag every time though.
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[1.12.x] GravityTurn continued - Automated Efficient Launches
Paaaad replied to linuxgurugamer's topic in KSP1 Mod Releases
Hmm. If it was over the time you set I'd blame the SRBs for pushing you past it, but this is under. Try setting the variables you want locked and then hitting the save button in the bottom left? That will make the values you entered the default when you go to launch a new craft... Might help. -
FLAT EARTH VERSION, PLEASE!
Paaaad replied to Techclerk's topic in KSP1 Suggestions & Development Discussion
No, not even as a joke. The more people hear that junk the more can fall for it. It would probably just encourage them anyway. -
I always just put the next engine(s) on the same stage as the decoupler. Fires them at the same time, and I don"t remember the last time the heat made something explode.
- 6 replies
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- hot staging
- decouplers
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(and 2 more)
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Hey, just want to say that the option to drive to your current target seems to be a little too accurate. I targeted a surface science base I'd set up on Kerbin, and when I arrived, the rover appeared directly on top of the control center. I just wanted to put up a couple more solar units and a transmitter dish, but I ended up having to replace the seismometer too.
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Just needed probably 20 tries at the least to scan a Giant Quartz in the mountains near the Space Center. Apparently the craft slipping by like, a millimeter is enough to stop the scan...