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Everything posted by sal_vager
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Help with an Anti-Debris Missile
sal_vager replied to leopardenthusiast's topic in KSP1 Gameplay Questions and Tutorials
I didn\'t know you had to submerge the Sunbeam, I wondered why it wouldn\'t hit stuff bobbing off the coast. Also, if you are feeling lazy, you can use Romfarers Lazor to target and self destruct debris from the comfort of the launchpad, it\'ll let you choose stuff from a menu once you are connected to the tracking station. -
Hi all. I have landed on Minmus! My Ice Dancer rover has driven up to the X10, it was pretty cool seeing that craft glimmering on the horizon as I approached, It dwarfs my little rover in size. sjwt, I\'ll wait till after my holiday before requesting another flight.
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I just realized we won't be able to go at the speed of light.
sal_vager replied to bandit4910's topic in The Lounge
Has anyone in this thread touched on the problem of microscopic particles becoming a deadly hazard at near to light speed? Due to collisions? I bring this up because I have recently read 'The songs of distant Earth' by Arthur C Clarke, and in this story, the spacecraft cannot exceed light speed, but instead can only get close to it, putting it at risk of destruction should it be impacted even by a piece of dust at such enormous speeds. It gets around the space dust problem by carrying a shield of regular ice a few kilometres thick in front of it, water being a cheap and common material. Thoughts? -
How can I have the original crew 100% of the time?
sal_vager replied to flaillomanz's topic in KSP1 Discussion
Please don\'t bump threads XenonBlade, but seeing as you have asked a valid question this doesn\'t count as a useless bump in my opinion I think I was wrong before about using number 1 for the crew, 1 means they are assigned to a craft and they shouldn\'t be chosen again. I have been looking through my persistence files and I am now pretty sure the number you need is 0 2 should mean landed and 3 means dead, so set Jeb, Bob and Bill to zero and they will be chosen for a new flight. -
Hi Spartanmattin Welcome to the KSP community, that\'s a pretty cool video you made, and if you need help with anything just ask around the Forums and people will do their best to help you out. Have fun flying
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Good luck stealth_dorf, and new guides and tutorials are always welcome May your landers bounce but never break.
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Ahh it looks like the Wiki was fixed up yesterday, here\'s the link. You can find a lot of info there on most if not all the parts
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Hi stealth_dorf and welcome to the KSP community. There isn\'t a reference chart as far as I\'m aware but there is a wiki, I\'ll have to track down the link for you, I\'m glad you had no problems donating and with the store download, Squad have been working hard to sort out the problems we have been having with it. You can probably find a lot of the info you want just by searching the forums, but don\'t feel afraid to ask Have fun flying.
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Hi Orbit, unless things have changed you\'ll have to first make sure you download the 0.15 version from your store account, then when you run that version you\'ll see it asking to patch. There are some issues when patching without admin rights though, and it\'s best to unzip KSP to a directory that you control, not a windows folder like Desktop or Program files. Hope this helps.
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Kerbalnaut\'s right coolsnap, a lot of players would like to see pics of your craft before they download it, I recommend you upload some to Imgur, and then link them to your original post.
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Don\'t forget to use Spoiler tags when quoting images guys It helps keep the threads nice and tidy.
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Hi cp252 and welcome to the community. You are in a sticky position with your crew, no doubt about it, if you are lucky you could get away with a retro burn to try to get back in Kerbins sphere of influence, at least there you could mount a rescue mission. If not then you may have to see if the orbits coincide again later, though that’s never worked for me. Hopefully someone better at this than myself will chip in.
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Satellites with Minimal Space Debris
sal_vager replied to Mini's topic in KSP1 Gameplay Questions and Tutorials
Something I try to do is configure my upper stage as a tugboat with side mounted engines, that way I can tow a line of satellites into place and jettison each one when I am ready, before finally returning to Kerbin. -
Okay guys, this is roarke\'s welcome thread so we should not discuss this here, but really, speculation as to a players IQ is likely to quickly degenerate, it\'s a topic best left alone.
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I have just thought how you can have the unlimited distance and not have it be overpowered ! Think how NASA currently control the Voyager probes, they are at an extreme distance, and the signals are weak but the only limitations are occluding bodies and the speed of light. The Lazor could easily control distant craft, but with a time delay depending on distance, just like real deep space probes I don\'t know how you\'d delay the camera feed though, ideally you\'d have to wait till the info got back you you before you see any change in your remote controlled craft, I know there is another mod that has the speed of light delay but It\'s not really remote control, as you are there piloting the ship, but your actions are delayed, it\'s the Satellite Relay Network plugin here.
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Can't get Unity Part Tools to work!
sal_vager replied to requimrar's topic in KSP1 Modelling and Texturing Discussion
Well I\'m not using Unity either as it doesn\'t work for me, but the way I did the thrusters for Tosh\'s little buggy was I made one texture that had everything I wanted on it, and just mapped various bits of the mesh to that, I don\'t think there is multiple texture sopport though I may be wrong on this. All texturing I have seen has tried to stuff everything into one image. -
Can't get Unity Part Tools to work!
sal_vager replied to requimrar's topic in KSP1 Modelling and Texturing Discussion
Hi requimrar, topic moved as requested. That is an interesting style, it makes me think of Buckrogers, rayguns and big headed aliens. You can UV unwrap the parts individually and just tweak each ones UV map, it might be clearer that way at least it is for me, not having the UVmaps combined isn\'t a problem as you can assign the same material and texture to all the parts, it\'ll still only load it once. -
This topic has been moved to Modelling and Texturing Discussion at the posters request. [iurl]http://kerbalspaceprogram.com/forum/index.php?topic=13588.0[/iurl]
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Hi angelthree95, and welcome to the community, I\'m just trying your craft now. And what bad English? You write fine Edit: Whoa that\'s killed my framerate, too many ASAS, you only need 1 I like the nosecones on the fuel tanks though.
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How can I have the original crew 100% of the time?
sal_vager replied to flaillomanz's topic in KSP1 Discussion
I have never seen just 1 of the 3 turn up with other crew, if you look at your persistence file you\'ll notice that all crews are selected in batches of three. Names seem randomly generated (apart from Jeb Bill and Bob) and each set of three is picked sequentially, if they are alive and not already assigned. -
You sir are a genius when it comes to plugins, and I have noticed more people are starting to talk about, and recommend, your work
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Hi mrseeker, welcome to the community Just as Rich says, the purple marker on the navball points towards and away from the launchpad in the Demo. In the current alpha release it actually points somewhere else, and a cool thing to do is find what it\'s pointing at
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Can't get Unity Part Tools to work!
sal_vager replied to requimrar's topic in KSP1 Modelling and Texturing Discussion
That\'s really odd, in Blender for me, I get 1 vertex in the middle the way you\'d expect, when you add your cylinder are you checking 'cap ends' or are you adding the top and bottom separately?