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KSP2 Release Notes
Everything posted by sal_vager
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Welcome to the community Quaiden Congrats on your orbit and first station, that's no small feat, unlike games with "achievements" KSP really goves you a feeling of accomplishment when you figure out how to do things Have fun learning, and fly safe!
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Welcome to the community Junedax Check out the how-to section for help if you need it, or Scott Manley's excellent youtube videos Have fun in space, and fly safe!
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Welcome to the community Grahamglas KSP uses patched conics approximation for all spacecraft, this is the system that was used in the Apollo days to send man to the moon (and bring them home) so yeah, it's pretty good I think
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Bonjour and welcome to the community flylicorne It is good to see more mature gamers enjoying KSP, it's not just for the kids And congratulations on your orbits, that is an important skill to have Have fun on the forums and fly safe!
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Welcome to the community 255 The lead developer, Felipe Falanghe (a.k.a. HarvesteR) is also a big fan of Orbiter and it is thanks to his love of space that we have KSP Have fun with your Mun missions, and fly safe!
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Welcome to the community GatsbyK Hehe, KSP has that effect on people, it's the game we didn't know we wanted Have fun designing rockets, and fly safe!
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The Linux compatibility thread!
sal_vager replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
Frollus, you can fix the camera by deleting the settings.cfg The MSttfcorefonts should fix the issue of missing fonts in the game on Linux, Unity defaults to using Arial but not all distro's have that installed. If the corefonts fail, you can find the Arial font in the opening post of this thread -
See Space on a Single Engine!
sal_vager replied to EndlessWaves's topic in KSP1 Challenges & Mission ideas
I think it's time this challenge was redone Climber, so this thread can rest in piece, how about you make the new one for us? -
There was a thread with links to the tunes but it was lost, most are freely available and royalty free tunes from Kevin MacCleod. Kevin is credited with the following tracks: The KSP main theme was made by Felipe Falanghe (a.k.a. HarvesteR) and other tunes are by Victor Machado and Edú Castillo. Hope this helps
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You could post in the addon section of the forum and include a link to your work, it's just as good as the spaceport
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Transferring fuel between tanks?
sal_vager replied to jomak73's topic in KSP1 Gameplay Questions and Tutorials
It's in the game yeah, right click a tank, then Alt+rightclick another tank, you'll see the in/out buttons (if the fuels match of course) -
Open cockpit window in planes...
sal_vager replied to Spekkio1258's topic in KSP1 Gameplay Questions and Tutorials
Are you seeing what appears to be a blast shield? If yes, your fallback shaders are on, this is bad. Are you using the Mk2 or Mk3 cockpits? They aren't finished yet -
Yep it can take a while, I had to wait a few days for one of mine to show up, be patient and it'll be there
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Rendezvous, I can't do it!!! D:
sal_vager replied to SgtElis's topic in KSP1 Gameplay Questions and Tutorials
I fixed the title for you And 100 meters is excellent! Don't worry about trying to get zero velocity, just point retrograde relative to the target and slow to nearly zero, 0.1m/s is fine. Then face the target and thrust towards it, 0.5m/s is plenty of speed, you won't go straight towards it but don't worry as lateral RCS can help. When you are really close, say 10 meters, slow to 0.1 or 0.2 and carefully line yourself up with he docking port, the key here is SLOWLY! Take your time, use small puffs of RCS (turn on fine control mode with caplock) and try to deal with one axis at a time, vertical, horizontal and distance. The slower you take things, the more time you will have to deal with the approach and the less fuel you will need, and at 10 meters from the station it's easy to get around with just RCS, when in front of the docking port thrust forwards at 0.1 m/s hold the craft steady. Oh and good luck -
Bob's right, it's just a few things like the wheels so far, and you can repack parachutes, but solar panels cannot yet be repaired.
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Welcome back Ancient Attero There's a bunch of new things, not least of which are some new structural parts such as the beams and the the metal plates, but there are also rover wheels that need electricity, proper persistent docking, light s and batteries and solar panels..... Plus re-entry heat effects, and an orbit predicting feature that can show you when you are going to move from one planet's SoI to another... The Target thing lets you get info on your separation from other craft, and can be used to help you rendezvous with the new manoeuvre node system. There were a ton of tutorials for all these things but they have mostly been lost, and players are gradually restoring them. You can see the changelog here and there's tons of youtube tutorials still, look up Scott Manley's vids. There's so much to cover since 0.17 though, we'll do our best but it's a big topic
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Welcome to the community FlyMario Yeah Minmus looks like a giant ball of mint ice cream to me, luckily Kerbals aren't allowed to take their helmets off, or to carry spoons The simulator aspect is one of the things that makes KSP so great, it rewards you for learning and for planning ahead, rather than being a simple twitch game like so many are these days. Also it's always cool to see new addons so get coding Have fun learning about orbital mechanics, and fly safe
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Welcome to the community viktorserecros Those are some pretty good accomplishments so far, now you have a rescue craft to build to save Jeb, just try not to crash it Have fun and fly safe!
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Welcome to the community Dr. Beardface And it's a great community here, best I've seen anyway I'm sure you'll enjoy it here! So have fun on the forums, and fly safe
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Welcome to the community cjjreed MechJeb was made by r4m0n, and he'd really like to hear that you enjoy using it Have fun docking and fly safe!
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Welcome to the community LILGIT90 Nice Mun rover there, and have fun in the RAF
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Welcome to the community ZoroastroBR Oh man, the 1A? That's a lump! I'd start with a small decoupler then rockomax adapter, then a jumbo-64 and a mainsail. Then I'd fit a pair of radial decouplers and two more jumbo-64's and mainsails, add struts to make it rigid then fuel lines from the outer two tanks to the middle one. I'd change the staging to put all three mainsails in the bottom stage, and put an ASAS under the parachute. Kinda like this Then I'd cross my fingers and hope for the best
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In the Settings screen, Input page, in the Character section, there are bindings on the right hand pane for translating the Kerbal in various directions. These appear to be the only controls available and if they are RCS only then I do not see how you would assign a joystick axis to the Kerbals walking. This may just be a limitation of the controls within KSP, but it does look like you are out of luck, unless anyone else has a idea?.
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The Linux compatibility thread!
sal_vager replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
Yeah, Team fortress isn't KSP though, horses for courses and all that, and yeah we guessed it might be an Intel and in integrated graphics adapter is still described as a "card" even though it isn't one Did you try LC_ALL=C ./KSP.x86 ? KSp on Linux is very sensitive to the system language, that command will force KSP to start using the Posix standard. KSP via Wine is an option and in fact is faster, the only issues you are likely to encounter are a loss of good shadows and no joystick support of any kind, oh and no text, you will need the fonts from the opening post -
K.S.C.-Kerbal Space Center
sal_vager replied to ThatNewGuy101's topic in KSP1 The Spacecraft Exchange
Fixed post