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Everything posted by bewing
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You might want to check the wiki. Some experiments in low flight are per-biome (crew reports, EVA, variometer, and temp) -- but all the others are one-shots (except gravity and seismometer, which you can't run at all). Low orbit is similar. Crew reports, EVA, and graviolis are per-biome. Nothing else.
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Ps4 trophy related question "visit"
bewing replied to NextgenerationX's topic in KSP1 Gameplay Questions and Tutorials
There are two different trophies for every celestial body. The last I knew (I think it was the version before the one you have now??) you don't have to land on any of them to get the first two trophies. For the first trophy, all you need to do is enter the SOI of the body and then leave the SOI again. That's the flyby trophy. The other trophy is the "Visit" trophy. For that one, you need to get into orbit, and then return to Kerbin. But you do not need to land. There are a couple other special trophies -- for example, I think there is one for actually landing on Moho and then returning to Kerbin. -
What triggers rescue contracts?
bewing replied to Vanamonde's topic in KSP1 Gameplay Questions and Tutorials
You have to have gotten kerbals into orbit, and they need EVA capabilities -- so lvl 2 Astronaut Complex. Also there's a minimum Rep requirement. -
Games that are started before the release of the DLC do not have any DLC content. No rocks or craters or anything, unless you make a change by hand in your persistent.sfs file. To add DLC content to a savegame that already existed, you need to add the line ROCSeed = XXXXXX Where XXXXX is a random number, to the savegame file.
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If he's on a console, he doesn't have a choice.
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Can't Pick Crew Anymore?
bewing replied to Steller dude 63's topic in KSP1 Gameplay Questions and Tutorials
Welcome to the forums. You might be out of money. Hiring kerbonauts costs enormous amounts of money. -
Highest Survivable Skydive
bewing replied to Kromlech444's topic in KSP1 Gameplay Questions and Tutorials
In previous versions I found that the point of greatest danger was around 40km altitude. If the kerbal was traveling faster than 1400m/s (surface speed) at that altitude, they would die. To get down to that speed from any Ap, I needed to retroburn every last drop of the kerbal's RCS jetpack fuel. Attempting to rely on atmospheric drag to slow my kerbals always resulted in their deaths, reentering from any Ap to any Pe. I haven't tried again in the current version, but it sounds like things must have changed. -
The thing is, in the stock game, almost everything floats. It's actually extremely difficult to get things to sink. So it sure sounds like something in your kerbalism mod is completely changing the buoyancy behavior of the game. An MK1 pod certainly will float under all circumstances in stock. There is a possibility that your game got corrupted, and doing a steam validation on the game may fix it.
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Random Spinning with no SAS
bewing replied to Rocketthrust's topic in KSP1 Gameplay Questions and Tutorials
Is this happening in the atmosphere, or in space? -
It's normal for one to fail if you've run the game since the last time you validated (because one file gets updated). Any file that fails automatically gets immediately redownloaded and fixed. So within a couple seconds of getting that message, you are good to go and to try again to see if the problem still happens.
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Welcome to the forums. Your link to your image is slightly damaged: https://steamcommunity.com/sharedfiles/filedetails/?id=1760939288 That "big crater" is not the one the game means. This is what one looks like:
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Need Help with Autogyros
bewing replied to Geschosskopf's topic in KSP1 Gameplay Questions and Tutorials
On an autogyro, the rotors are supposed to spin backwards. But because of drag, they spin backwards slower than the vertical updraft of air through them -- generating a net upward force and a force that accelerates their forward rotation. -
Actually, there should be sandstone. To know for sure which ROCs are on which CBs, look in your rocsdef.cfg file. Some ROCs are hard to see as you drive around. Some are a bit more rare than others. Finding them is supposed to be a bit of a challenge, requiring you to do a lot of roving. As I said above, the first time you go looking for them, you may want to turn on the indicators in your Cheat Menu. Then you can come to know exactly what you are looking for with the indicators turned off.
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Mun Lander: Terrier v. Nerv
bewing replied to Baker's topic in KSP1 Gameplay Questions and Tutorials
Isp is a measurement of efficiency. It tells you how fast you will burn up all your fuel. Or, as you say, how much longer it will burn for the same thrust. But if you replace a tiny lightweight engine with a heavy one in the same design, then that difference in mass changes the whole calculation. -
Tips on building airliners?
bewing replied to Actually_New_KSP_Player's topic in KSP1 Gameplay Questions and Tutorials
Hold down the Shift key. -
How realistic are Mass-Strength Ratios >1?
bewing replied to Incarnation of Chaos's topic in KSP1 Mods Discussions
Very realistic. Just stepping up from aircraft aluminum alloys to titanium alloys easily gets you a factor of 2 to 3 in the ratio. And you can get another factor of 10 by going to composites. -
[Breaking Ground] Binding throttle to rotor torque?
bewing replied to a topic in KSP1 Gameplay Questions and Tutorials
F6/F7 or use the "app icon" in flight mode. -
You now have multiple complete sets of action groups. Action groups are "brakes, lights, gear, abort, custom #1, custom #2, etc." With F6/F7, you can change which set of action groups you want active.
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Fuel tanks wont connect
bewing replied to Kerbalbond's topic in KSP1 Gameplay Questions and Tutorials
Not a problem. Glad that you figured it out. -
DLC Rotor Blues-exploding copter and slow plane
bewing replied to Klapaucius's topic in Breaking Ground Discussion
They aren't intended to be used for propellers. Maybe props will come along later. This stuff is intended to be used for robots.