

Awaras
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Everything posted by Awaras
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Conducting an entire mission in first-person mode
Awaras replied to Masked Turk's topic in KSP1 Discussion
So? Just use tags. {img}LINK{/img} for pictures {video}LINK{/video} for youtube videos {url=LINK}LINK DESCRIPTION{/url} for web links. Just replace {} with [] Here is a more detailed description from the FAQ: http://forum.kerbalspaceprogram.com/showthread.php/48073-Forum-FAQ-%E2%80%93-Answers-for-New-Users?p=637094#post637094 -
Conducting an entire mission in first-person mode
Awaras replied to Masked Turk's topic in KSP1 Discussion
What do you mean? I use chrome and have not had any problems... Here's your video: -
Well, to be fair, it does save dV compared to 'playing with the movement nodes' to get an intercept outside a window for a proper hohmann transfer... IF you don't have the patience to wait for a launch window and don't mind keeping your Kerbals in interplanetary space for months at a time at high timewarp, this is the fastest and easiest way to get anywhere (in RL time, not in-game time) - get out of kerbin's SOI and fiddle with the maneuver nodes from there...
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Exactly, you accelerate all the heavy stuff once, and then you can reduce the fuel requirements by only accelerating relatively small transport vehicles to and from the cycler. That cycler might look more like a large space station and less like a 'vehicle', needing only relatively small course corrections to keep it on the right track.
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probe size reactions wheels
Awaras replied to goldenpeach's topic in KSP1 Suggestions & Development Discussion
Well, ever since the autor of KSPX (ClairaLyrae) joined the dev team, they have been steadily adding stuff from it to stock parts. It is only a matter of time, if not in .22 then maybe the next one. -
Determine approach from far away.
Awaras replied to Dortmunder's topic in KSP1 Gameplay Questions and Tutorials
Right, sorry, it lets you focus on the maneuver node, but not on the intercept point around your target... I was sure I read somewhere that you could do that but it looks like I was wrong... :/ Conic patch draw mode 0 is your best bet then. It draws the intercept path around the actual target body instead of it's ghost image. That lets you focus on the target body, zoom in really close and fine tune your approach. The maneuver node improvement mod lets you change the patched conic mode on the fly, and gives you more precise control of the maneuver node. -
Determine approach from far away.
Awaras replied to Dortmunder's topic in KSP1 Gameplay Questions and Tutorials
Also, I believe that KSP now lets you focus on the intercept point by double clicking it. Just zoom in on the intercept point and fine-tune your approach when you are about half way there. -
Why are explosions so tiny?
Awaras replied to Zeblote's topic in KSP1 Suggestions & Development Discussion
Yes, the current explosions are a but underwhelming, but they are made to fit the stock parts while you are using modded parts more than twice the size that the devs did not take into account when creating the particle effects. The old explosion effects would drop the framerate to single digits on anything except the most powerful PC's... :/ -
I had an almost identical setup dropping hab modules to duna. My hab modules consisted of a single hitchhiker pod with some batteries, solar panels, lights and small landing legs so they were lighter than your modules. They had four radial parachutes each. Upon landing, most of them lost at least one landing leg to the impact. Bottom line, MOAR CHUTES!
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What exactly is the problem? Are you running out of fuel? Don't know how to get to orbit? My advice is to take a craft that can make orbit for sure such as the stock Kerbal X or something from the Stock Repository and practice getting to orbit with that. Once you know how to get to orbit, you can move on to learning how to make an efficient orbiter yourself.
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probe size reactions wheels
Awaras replied to goldenpeach's topic in KSP1 Suggestions & Development Discussion
KSPX has those. -
No matter how fast you are going, the atmosphere WILL slow you down below 200 m/s long before you hit the ground (unless you are unlucky enough to reenter above some of the highest mountains on Kerbin) so timing is a non-issue.
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Dihydrogen monoxide hoax (Why a water hoax?)
Awaras replied to Designer225's topic in Science & Spaceflight
Dehydrogenated DHMO? -
Dihydrogen monoxide hoax (Why a water hoax?)
Awaras replied to Designer225's topic in Science & Spaceflight
Well, it IS the main constituent of acid rain and toxic effluent from many factories. Also, it can be lethal if inhaled, and in it's solid state it can cause tissue damage if touched... Pretty nasty stuff when you think about it. -
That looks like Spore on LSD...
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Does the flight simulator program you mention (or flight simulator itself for that matter) allow for time acceleration during sessions? If so, how does it do that? Because that is one of the main issues with implementing multiplayer in KSP, right along with the whole thing with the game considering your craft to be the center of the universe...
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A quick google search gives you this:
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Playing around with 'ocean' terrain settings in the settings.cfg file causes the 'physical' surface of the water to move above the visible surface so they are two separate entities in the game. I guess that simply the visible and 'physical' surfaces don't match up exactly at different locations around laythe, and this causes the discrepancy.
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No, not really... You could easily get to the Mun with something about this size, maybe a bit larger:
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First Pic and a weird lag question
Awaras replied to Henno's topic in KSP1 Gameplay Questions and Tutorials
No, stuff on the ground does not contribute to lag. In stock KSP everything that moves further than around 2.5 km from the ship you are controlling gets unloaded and put on rails. The Lazor mod lets you increase that range and that can cause a lot of lag tho... -
The forum is currently a little bugged. The easiest workaround is to right-click on the reply button and choose 'open in new tab'.
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Can a programmer tell me the weight of this?
Awaras replied to Galileo Kerbonaut's topic in Science & Spaceflight
Just wildly guessing here, but console games usually get around the limited control options caused by the lack of the keyboard by using radial option menus. In that content, your line of 'code' basically says 'Hide radial menu'. That implies that the coders have already created a console-oriented interface and just hidden it so it is inaccessible in the PC version. -
I think that most of the objections to MechJeb stem from the fact that it encourages lazy behavior. It does not HELP a new player to learn how to dock, it does it for them, making it possible to play the game without ever learning even the basics of orbital mechanics. I used MechJeb a lot for a while, but I quickly grew tired of 'playing' KSP that way. I would let MJ launch my ship into orbit while I would do something else. Basically, I ended up watching MJ play the game for me, and I quickly lost intrest. Now, I just use MJ for the dV and other data outputs, and sometimes to 'roleplay' the remote piloting of unmanned probes, although I find remotetech is better for this purpose. However, I can see that some people might enjoy flying all flights with MJ, kind of like being a mission controller on the ground, issuing orders to astronauts and probes. To each his own I guess.
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I am pretty sure it would be very difficult to 'cook' a tumor without causing serious damage to surrounding healthy tissues. :/