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KSP2 Release Notes
Everything posted by sal_vager
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Guys, Squad are not going to implement DRM, HarvesteR has issues with it, about the most DRM KSP will likely ever have will be when it is released on Steam, but that wont affect the Squad store version.
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Hi maple51 and welcome to the community You'll want to try to make something with a small, lightweight lander with ASAS to begin with so you aren't having to loft too much weight, and you'll need a launcher than can get the lander into orbit. In between you'll need a way to get the lander to the Mun, so an intermediate stage to do the transfer burn, any correction burns and at least start the Munar de-orbit is a good idea as well.
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The fuel bug affects all of the engines that use the liquidfuelengine module in the 0.16 release, so that includes the aerospike.
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You could search for Minmus easter eggs 123kde, there is at least one, also, Minmus is really a ball of mint ice cream, but the Kerbals are forbidden from taking spoons with them on Minmus flights
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Hi fallingzombie, welcome to the community It's always good to see another add-on developer, Squad want to keep KSP open to modders, and I'm always amazed by what people manage to make for this game
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Jeeze Lunik, spoiler tags, please, and I hope you have checked every single one of those links recently as links can change, if anyone contacts a mod over a dodgy link here I'll have to remove the thread. Well if you wont, I will
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Imnew and i need some help or tips landing on the moon with a lander
sal_vager replied to Skylid's topic in Welcome Aboard
Hi Skylid, welcome to the community What I do is get into orbit around the Mun first, then lower the periapsis to about 10km, then when I'm at periapsis I do a burn to cancel my horizontal velocity. Use capslock for finer control when landing, and tilt a little as you descend so you can scrub off any remaining sideways movement, you should be fine with a little practice. -
The air flow through your craft will (unless it's changed) be handled in the same way that RCS fuel is distributed, as long as you have enough of the appropriate intakes your engines will be fed atmospheric air, so both methods will work just as well.
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I'm ticked off to the extreme on MechJeb
sal_vager replied to Pawelk198604's topic in KSP1 Discussion
Right, well, it looks like this thread is going to turn into an argument thread, so I am closing it, and AncientAstronaut, people play in different ways, KSP is flexible enough, especially with add-ons, to allow this, it is not up to others to dictate how people play this game or any other. The point of gaming is to enjoy yourself and have fun, if that means using autopilots then so be it. Thread closed -
Hi Bashkire, this thread is just a little over a month old, so it's only mostly dead Anyway to answer your question, the intakes do nothing at this point, they are for show only, eventually though they will be necessary as the aircraft engines will require airflow into them in order to operate, and the various intake parts will allow for that. As it is not yet a part of KSP things are likely to change, but as I understand it, as long as you have enough intake parts of the right type, your engines will run correctly.
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Can auto save be disabled?
sal_vager replied to YURI KAGARIN's topic in KSP1 Gameplay Questions and Tutorials
I have not tried that Vexx, after the manic panic I had trying to stop KSP with the interval set to 0, I didn't feel like further testing and just set mine to 900 seconds. -
Hiya JnyJny, welcome to the community The plugin community here is thriving and I'm sure you'll find something you'll want to make, and a part manager for OSX is a pretty good way to introduce yourself, have fun
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Hi Steve Fink and welcome to the community, you'll find a lot of people here who will be happy to help you out, as well as a handful of older players like myself Take a look around the forums and get stuck in, there are challenges, add-ons, irrelevant chatter and serious discussions involving maths and programming, so I'm sure you'll have fun
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[PLUGIN, PARTS 0.17] Zoxygene (Life Support) mod v0.7.1 (12.09.27)
sal_vager replied to l00's topic in KSP1 Mod Releases
Earthpulse, the current version is 0.6.2 and is available from Mediafire in the originating post in this thread. -
Hi tomy90, welcome to the community Bigger is not always better with KSP, though there is nothing stopping you from making huge rockets except your processor
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Pawelk198604, can you explain that better? What exactly do you mean by flag mode?
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[PLUGIN, PART, 0.17] Bigtrak KSP Edition v.30 Liltrak
sal_vager replied to chickenplucker's topic in KSP1 Mod Releases
kyle.mk.howard, it should work, but KSP has issues with craft that are moving, so make sure you are stopped and zoom out a bit so you can't see your craft wobbling, and it should work. -
Well there's the Spacecraft Exchange, where you posted this, it really should have gone in General Discussion though. You could look here, or maybe start your own?
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Harmony, my ISS clone with realistic solar array!
sal_vager replied to zombiphylax's topic in KSP1 The Spacecraft Exchange
Hi Project97, this is a very old thread, and it is most likely not going to be updated any further, plus all the old links were broken in the move to vBulletin. As well as that, it is bad form to revive such old threads without adding significantly to the discussion, so this thread will now be closed, please take care when posting, and check the date of the last post in future -
Can auto save be disabled?
sal_vager replied to YURI KAGARIN's topic in KSP1 Gameplay Questions and Tutorials
Hi YURI KAGARIN, yes in a way it can, you need to open your settings.cfg in your KSP_win folder, and change this line: AUTOSAVE_INTERVAL = 300 You can set a really long period in seconds, so that autosaves are rare, but don't set it to zero or KSP will try to autosave every moment. -
No Ratvi, not this side of the 1.0 release, and possibly never, as trying to reconcile multiplayer with the time warp system is just too big a problem, which you'd know if you had searched for multiplayer before asking This subject has been discussed to death, shocked back to life with lightening, killed by villagers with pitchforks and buried in several unmarked graves already, so this thread will now be closed.
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Ki11aWi11, some add-ons can counteract the spin, such as the Lazor, or you might just get lucky. One way to stop the spin though is to briefly go to 5x warp and back to normal speed, rotation is not preserved when on rails.
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Minmus transfer burn.
sal_vager replied to 99TheCreator's topic in KSP1 Gameplay Questions and Tutorials
I recommend you first make sure your orbit matches Minmus's inclined orbit, I like to aim a little off to the north or south, so I'm on about the right plane. Then when you see that one extra bright star peek over the horizon, open the taps on your engines -
Very impressive Am4nn, orbital rendezvous is a good skill to have and you seem to have mastered it