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KSP2 Release Notes
Everything posted by sal_vager
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Persistence Edit Problems
sal_vager replied to Maxed-Rockets's topic in KSP1 Gameplay Questions and Tutorials
Yes, stg = value, with value being whatever the rocket had before you overwrite it -
MartinVD, it's good you like the story, but the rest of your comment is off topic and could derail this thread.
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Hi Ukz0, welcome to the community All the old links were broken by the move to vBulletin, but the MechJeb system can be found in the Plugin powered add-on releases board, vessels can be found in the Spacecraft Exchange, you may have to do a bit of scrolling or you can try the search box in the top right. I can't help with the craft but MechJeb is here
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[UNOFFICIAL/FANMADE] 0.17 Discussion Thread 2
sal_vager replied to kacperrutka26's topic in KSP1 Discussion
Seems like I managed to quote the wrong person, I'll fix it -
Persistence Edit Problems
sal_vager replied to Maxed-Rockets's topic in KSP1 Gameplay Questions and Tutorials
Maxed-Rockets, what exactly is it you are doing to that poor persistence file ? If it helps, when I do this, I make sure I copy all the orbital data to the new craft, and I make sure I set the Stage value to what it was before, missing that Stage value can cause some strange effects and is probably the cause of your issue. -
quarthinos, I believe the correct term, which everyone forgets, is Max-Q
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[UNOFFICIAL/FANMADE] 0.17 Discussion Thread 2
sal_vager replied to kacperrutka26's topic in KSP1 Discussion
I quoted FishyFishy..... When I had intended to quote Paprika..... While I like that name and your description, I'm sure Nova has a list of all suggested names and is deliberately not going to use any of them, so it's probably best not to make suggestions as the list of names not guessed must be getting quite small by now -
Nikolai, they are indeed tidally locked, and Kerbin will not rise or set, and as the Mun orbits Kerbin, they are always perfectly aligned
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jfx, not useful or helpful, and kind of insulting, you should have just ignored this thread rather than answered. pleisdeath, a good place to start is here.
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Hi Spartan117, and welcome to the community The altimeter can go funny from time to time, sometimes the numbers disappear, also as it gives height from the sea level of Kerbin and the mean ground level of the Mun, it will often read high or low when landed, as yours is saying 0 meters you must have landed in one of the few places that is dead on the average for the Mun.
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Hi Rakketz, the answer is "Sort of" You'll need the Crewtank mod and the Mechjeb mod. You can send a craft to the Mun with a lander stage with the crew tank and mechjeb, transfer your crew to it, decouple it, and control it via Mechjeb to the surface. Then you can launch to orbit again, rendezvous and transfer your crew back, then fly home in your main ship. The lander cannot redock though, that functionality just doesn't exist yet.
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Hi Rakketz, welcome to the community Tips? More Boosters! Seriously, just experiment, try stuff out, different parts and different ways to get to orbit, that's part of the fun.
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Guys, this thread had better not be turning into an "attack ElJugador" thread, he voiced his opinion, now we move on
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Can't download NovaPunch from Zippyshare?
sal_vager replied to four12's topic in KSP1 Mods Discussions
How about, "Don't download from zippyshare as whoever uploaded it does not have the right to do so" ? Seriously guys, until Tiberion gets permission from SundayPunch, the NovaPunch pack is no more. This thread dies now -
Wrymn, never ask that, it's a taboo question here on the forums, there is no answer to it and it just annoys people.
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Well, you need to use the Hangar building, which is a feature of the current alpha, it's not in the demo sorry, but if you download the old c7 flight pack you can make planes in the VAB You need the standard pack, and a lot of the links here no longer work, sorry.
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No access to addons, Addons no more available
sal_vager replied to Memphis291's topic in KSP1 Mods Discussions
gordian98, welcome to the forums The C7 pack is defunct, and several parts are now part of the main game as C7studios now works for Squad and he has no desire to maintain or support the old pack. But, it can still be found, there is a working link to the standard pack here. -
So bcamp, what's the actual challenge? This topic seems more like a question to me and it should be in How-To, and also, RCS flight on Kerbin is very hard, as the RCS system is very weak and inefficient, but some add-on RCS is massively overpowered, hence the youtube videos. I'll move this to How-To for you bcamp, feel free to experiment wit RCS though, oh and most people like to see your attempt at a challenge before they have a go, it helps to get the ball rolling as it were
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Well, no, not yet, you can land anywhere you like, the End Flight dialog is the same everywhere, missions and stuff have not been added yet. But when I play, I do prefer to land on the runway with my aircraft, my pods though, they come down anywhere they feel like
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Hiya kodemunkey, and welcome to the community Yeah that little SAS unit in the pod does come in handy, the kerbal inside must be feeling really ill though
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Colderjake1524, how about you upload your screenshot to Imgur, then post the link in Image tags? That way we'll actually be able to see it Oh and when you link the image, make sure you aren't accidentally linking the thumbnail.