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KSP2 Release Notes
Everything posted by Gianni1122
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[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
Gianni1122 replied to IgorZ's topic in KSP1 Mod Releases
It looks like he removed it in the latest release for some reason. -
I have seen political discussions be removed from here. However, it says "off duty" talk about anything but KSP. I HAVE ZERO interest in talking politics But I'm curious; What topics are frowned upon within this thread (besides the obvious)
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When I first got started I had a hard time finding simple explanation videos of various game mechanics. So IMPO... "Tips for beginners" "simplified" with easy to understand explanations and instructions. Well explained tutorials for various game mechanics are also good. I think these types of videos are greatly appreciated by the newcomers in the community. "Things you didn't know about" for those hidden tricks and features of KSP. This site has a good selection of royalty free music (including the music Squad used) http://incompetech.com/music/
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Issue with Subassemblies in VAB
Gianni1122 replied to KakaLoe's topic in KSP1 Technical Support (PC, unmodded installs)
You mean that the "crossed hammer and wrench" button is greyed out? Screenshots would really help us understand the problem in this case Also, welcome to the forums.- 2 replies
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- subassemblies
- issue
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Low Frames with multiple craft
Gianni1122 replied to stickman939's topic in KSP1 Technical Support (PC, modded installs)
Did you try referencing the forum threads of the mods in question? I know having to search through all those pages of mostly "will this be updated" questions can be time consuming... What I usually do, when trying to get answers on a forum, is use "find on page" and search for keywords like "frames" etc. on each thread page. That saves me a ton of time. -
Station Disappears Repeatedly
Gianni1122 replied to Deribus's topic in KSP1 Technical Support (PC, unmodded installs)
I have to ask because you said "after reverting". After you get your first part in orbit, are you actually clicking "revert to VAB"? Because that will cancel all your progress. -
How Can I earn Science?
Gianni1122 replied to Zpike's topic in KSP1 Gameplay Questions and Tutorials
I believe @bewing mentioned this but I'll elaborate bc this is extremely useful for new career mode games. Near every building at the Kerbal Space Center (VAB,SPH, R&D etc.) you can run all your available science experiments to gain copious amounts of early game science. I.e. Build a rover with all your experiments on board (and a few of the new science containers) and drive it to every building you see performing all experiments at each one along the way. Also drive away from the building to run experiments (on the "shores" or "grasslands") and do the same while IN the water. This is BY FAR the easiest way to get career science at the start. EDIT: I wasn't sure if "I went around with the science kit" was what @Zpike was referring to as doing the KSC science run so I mentioned it anyway. -
Encounter point changes after time warp
Gianni1122 replied to oab2's topic in KSP1 Technical Support (PC, unmodded installs)
This new post might offer some help with your issue: -
Are you running 1.2.1? http://bugs.kerbalspaceprogram.com/issues/9619 There is also a setting for orbital drift compensation https://www.reddit.com/r/KerbalAcademy/comments/4rzsz9/orbital_drift_compensation/
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That is awesome... College, high school, junior High and even grade school teachers and professors could utilize KSP to demonstrate physics (as well as several other science topics) in the classroom. Hell, I dropped out of high school to join the army and now I can say I know the fundamentals of rocket science thanks to KSP and the things I researched because of playing KSP. I think Scott Manley even did a presentation about its potential as a tool for learning
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Making Orbit Markers Visible
Gianni1122 replied to Clipperride's topic in KSP1 Gameplay Questions and Tutorials
I also discovered this accidentally when I first started playing. What I actually did was right click on random values without realizing I was doing it (I use a trackpad so accidental RMB happens sometimes) and for the life of me could not figure out why I could, for example, always see the inclination but had to hover over the closest approach every time I needed to view it. I felt like KSP was trolling me conveniently displaying the info I didn't need and hiding the info that I did. haha Those little discoveries that make KSP even better are so great. It's like finding a 20 in the pocket you never use of the jacket you always wear. -
Hunting for ideas: KIS-assembled space station, Conquest of Eve
Gianni1122 replied to Sharpy's topic in KSP1 Discussion
I apologize if this doesn't help and/or you are already aware of this option... I tend to increase the max size of the parts Kerbals can grab in the settings .cfg for KIS. Not only is it helpful but it also feels more realistic to me that somewhat larger parts can be manipulated with relative ease in a weightless environment. A bit cheeky and less realistic; I also sometimes increase the volume of the containers (just a bit). Alternatively, to solve you're container volume problem, you could use TweakScale and scale down the design of some aspects of your station to increase the quantity of parts you bring into space via the containers. -
Haha it really is a great game isn't it? It's always nice to see newer players fall in love with the game like I did. Scott Manley actually had older tutorial videos using early versions of the game and you can see some differences there. https://www.youtube.com/watch?v=puC-YV_h9Us&list=PLYu7z3I8tdEmqpOkQZCl5SZB5t0vXuxE0&index=1 Here http://wiki.kerbalspaceprogram.com/wiki/Version_history is probably the most comprehensive list of differences from KSP then to KSP now. I also highly recommend browsing the wiki for tutorials and the like (as long as you don't mind reading) there is a plethora of useful information there. I learned basically everything I know from Scott and the wiki.
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You could get the KIS and KAS mods. Among other things, they allow you to grab, move, rotate, attach and detach parts while in flight. I use them to build crafts in orbit. The default settings for these mods only allow kerbals to grab and move smaller parts but a very easy change to the settings file allows for heavier (up to infinitely heavier) parts and crafts to be moved. With these mods, you could easily flip your rover and they add fantastic gameplay (possibly the most popular mods that exists for KSP and I highly recommend either way)
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Encounter point changes after time warp
Gianni1122 replied to oab2's topic in KSP1 Technical Support (PC, unmodded installs)
You aren't using physics time warp are you? The triangles are green not red, correct? -
Low Frames with multiple craft
Gianni1122 replied to stickman939's topic in KSP1 Technical Support (PC, modded installs)
I use Firespitter (Recently updated btw) on my 2013 MacBook Pro so I doubt its that. I also use B9 and BDA among other big mods. I assume you're talking about multiple crafts being within loading distance of each other and your current craft (or do you mean just multiple crafts being in the Kerbin system in general?) Either way, it depends on the hardware you use obviously but with a heavily modded KSP, you can expect low frames (probably not 10 though) You have quite a few mods so it's difficult to know exactly what ones could be having bad interactions with each other and/or KSP. If you think you have narrowed it down to those four, I suggest installing only those mods and making a new save with several large complex crafts to stress test and see how it runs. -
This might help? https://github.com/KSP-CKAN/CKAN/wiki/Basic-troubleshooting
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Modded KSP Crashes on Start-up
Gianni1122 replied to Newdles123's topic in KSP1 Technical Support (PC, modded installs)
Do you have multiple Module Managers in your game data folder? Looks Like Mechjeb2 "couldn't load". Open your logs and use "find on page" to look for words like "could not" "error" "failed" etc. Then read what follows those keywords and try running KSP without those mods to narrow the cause. DISCLAIMER: I'm about as tech savvy as a Chia Pet -
TACLS has difficulty settings (in with the stock KSP difficulty settings menu) that might help you adjust your supply usage. Sounds like Deep Freeze from @JPLRepo (the same Squad staff member that maintains TACLS) is exactly what you need. Put your Kerbs in Kryo and they won't consume life support resources during the longer portions of your journey. Greenhouse you spoke of maybe?...