-
Posts
17,670 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by sal_vager
-
Hiya Monkster, welcome to the community Yeah, safe landings would be good for Bob and Bill, Jeb meanwhile, well if you can walk away from it, it's a good landing
-
Hi HockeyToad28, welcome to the community Try putting Monolith in the search bar, it's not a new thing, it is an easter egg left by Squad, there are more out there as well.
-
You might have to place the parts separately, it's a pain but I guess that might be the only way, unless anyone else knows better, it never occurred to me that KSP might do this.
-
That would be brilliant wild_doogy, here is the contact page for Squad, your physics professor could drop the devs an email
-
Delta Industries - Next:Project Daedalus (11th May)
sal_vager replied to Delt4's topic in KSP1 Mod Releases
darkwolfpaw54, the rocket pack link works, but not the spirit download, you may have to PM Delt4 to ask him to fix it, but as he has not posted since the move to vBulletin, it may be that this pack is no longer going o be updated, and there is nothing we can do, sorry. Also, the last real activity was 20th May 2012, so I think this thread is dead, if Delt4 comes back I'll open it up again, but until then it's closing time. -
New-ish player, has more solar orbits than kerbin orbits.
sal_vager replied to JoeSolo's topic in Welcome Aboard
Hiya JoeSolo, and welcome to the community MOAR BOOSTERS never hurt anyone, but maybe your aiming is a little off? If you watch your map screen (M) you will see when you go over 70km, you can kill your thrust (X) then coast to Apoapsis, where you can thrust some more to round out your orbit. Once you get good at that you can try for a trip to the Mun, just wait till you see the Mun rise over the horizon and fire your engines, keeping an eye on your map to see when you reach the Muns orbit. Hope this helps -
To add to UtterN's comment, MechJeb cannot put a rocket in space that isn't capable of orbiting without MechJeb, you still need to design a decent craft
-
Well done wild_doogy, and welcome to the community When you get the alpha release, you'll have the brand new challenge of landing on Minmus, and more planets are coming
-
Welcome to the community Nitehawk MechJeb is just an add-on, and is not, and most likely will not become, a part of the KSP base game. Some people like to use it, others not, and others like to learn from Mechjeb how to attain orbit and such before attempting it themselves. By all means, use it or refrain from doing so, whichever is your preference, there is no need to install it if you do not want to, I myself prefer to fly all my craft by hand, without even the benefit of the ASAS
-
Strange Bluejayek, your Reputation tab should be next to your Friends tab, to the right of it specifically, I have to guess that you cannot see it as you do not have any reputation yet.
-
Replace existing command module
sal_vager replied to fiber0pti's topic in KSP1 Gameplay Questions and Tutorials
Well you can try this, but watch your part position and other values, failing to get them right can cause some weird problems. -
Replace existing command module
sal_vager replied to fiber0pti's topic in KSP1 Gameplay Questions and Tutorials
fiber0pti, no this is not possible at this time, I have no idea when ir if it will become possible, sorry. Also, there is no need to bump threads here, and it is considered impolite, don't worry I'll remove the unneeded post -
Space-themed TV shows (that care a little about realism)?
sal_vager replied to Nikolai's topic in The Lounge
Firefly has anti gravity, but no ftl, it is implied that all the action takes place in one single star system, and Star Trek First Contact was good -
Woot, my first successful large aircraft :D
sal_vager replied to iCharles's topic in KSP1 The Spacecraft Exchange
Very nice iCharles This really should be in the Spacecraft Exchange though, so I'll move it for you, plus a lot of people will want your .craft file as well. Oh and now you are a bottle rocketrer, you can edit your posts instead of double posting (I recommend you practice editing your post by changing the thumbnail pics to the much larger ones you took, so we can see them better, don't forget spoiler tags ) -
Hiya PhoenixCraftLTD and welcome to the KSP community I'm looking forwards to seeing your designs, the new 2 meter parts are difficult for me as well, they are so heavy!
-
Hi XOOM I assume you don't mean the R for RCS key, but how to thrust with RCS, just use IJKL as if they were WASD, and use HN for up and down. Hope this helps
-
When re-entry flames will be introduced
sal_vager replied to Pawelk198604's topic in KSP1 Discussion
Pawelk198604, as with any and all parts of KSP, it'll be done when it's done, and not a moment before, I know you are musing rather than asking, but these kinds of comments have a habit starting something bigger than their original intent, and can cause others to start asking for specific release dates. So no musing on release of features please Pawelk198604 -
How to make a basic plane help
sal_vager replied to Grand Lander's topic in KSP1 Gameplay Questions and Tutorials
Grand Lander, try to keep things as simple as possible to start with, just one engine and a few tanks/wings, and work on your wing position to fine tune the craft. Once you get the feel for it you'll be able to make larger aircraft, it really just comes down to balance, and a balance indicator is a planned feature of 0.17 Also, don't forget to use the Trim feature (Hold Alt+WASD) to tweak your craft while in the air, this will help compensate for changes in center of gravity as fuel is used -
No updates or responses from foamyesque since at least 7th April 2012, I guess this add-on has died, oh well, I guess it's time to close it now
-
[UNOFFICIAL/FANMADE] 0.17 Discussion Thread 2
sal_vager replied to kacperrutka26's topic in KSP1 Discussion
Guys, all features are not final until they are actually released, a lot of what we have seen may change, such as buttons, sky colours, and similar. The devs are trying things out, seeing what works, scrapping what doesn't, and the decision was made to omit consumables at this time, maybe this will change, maybe it will not, we do not yet know. There are currently no plans to add oxygen, food, water or similar stores to KSP -
Bluejayek, it is in your "settings" and in your "profile" pages Click the Reputation tab.
-
Space Ark Kerbanautics [New Release: KubLab Modular!]
sal_vager replied to Cymae's topic in KSP1 Mod Releases
Yeah, over a month, but that isn't too unusual, it seems Cymae is not keeping this updated though so I'll close it for now, if Cymae wants it opened again he can contact any Moderator -
As long as you copy the folders in the Zip to the KSP_win directory, the parts and plugins should all go in their respective folders, parts into parts, .dll's into plugins. Source can go anywhere, it's not needed
-
Here's the robotics pack. And here's the aerospace pack
-
I mentioned somethign similar to this in IRC, a variant of the tractor beam that holds the target at the set distance, in effect a Laser "Strut" It would be limited to a maximum range of 2.5km, but really it only needs to operate at much lower distances