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Cykyrios

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Everything posted by Cykyrios

  1. Yes it is, but you should make sure that your planes won't crash into each other as they separate. You should probably always have the smaller plane drop from below the bigger one, as lift will often make it pitch up upon release. If you watch Squeegy Mackoy's Kerbals at War video, you will see that he even managed to keep both planes pretty stable. And I guess this will be made easier in 0.17 since we will have visual indicators for centers of mass, thrust, lift and drag. By the way, a little update on my videos: I will redo all tutorials and add a lot more for versions 0.17+. Other videos will be uploaded as I get ideas.
  2. I have the game in a sub-folder in My Documents. Screenshots are saved in the KSP\Screenshots folder. I tried to reproduce my problem with screenshots, and I couldn't. Only while at the main menu or space center am I unable to save them, while last time it didn't work was from the Tracking Station.
  3. Hmm, strange, I really do mean that after taking a couple of screenshots, even pressing F5 doesn't show them. However, all screens taken from this point will then be saved without problem.
  4. Thread moved to How To. From what I understand, your rocket has a x3 symmetry (probably under a tricoupler?). When using such rockets, engines will tend to swing left and right, so you can use struts to keep them in place (click on one of the tanks, and then where you want to put the other point of the strut). It should help keep your rocket stable.
  5. I've actually had the same issue several times: the screenshots aren't saved, unless I go to their folder and press F5. Doesn't happen every time, though, so I'm not really sure what's wrong here.
  6. If you somehow find a way to get unlimited fuel (and I'm not talking about cfg edits or the dev tools), your powered orbit isn't going to last long. But yeah, it would theoretically be possible to compensate gravity with some thrust.
  7. Hmm, right clicking on one of the legs should control that leg only. If this doesn't work, try returning to the space center and back to your ship, and it might just fix it. If all fails, land on a steep enough slope so that the two legs will keep your rocket upright
  8. ... Or have your ship tethered all the way to the Mun - not exactly feasible . Of course, in real life, you could try orbiting at the Lagrange point, where the gravity pull from the two bodies is equal. KSP physics don't allow for this, though, so what you want to do is not possible.
  9. Oh, I have a friend playing on the demo who cannot yet orbit, but has already reached escape velocity and drifted around Kerbol If you have some fuel left, now's your chance to try and get back to Kerbin safe!
  10. Oh my, this is beautiful! (well I'm mostly talking about the sky and Kerbol, since textures aren't done yet ) I think I'll love flying spaceplanes in cockpit view, as controlling the camera can be tricky at times. By the way, I saw a question about TrackIR, but I'd also want to ask about an ArmA-like look around feature: by pressing a button, moving the mouse rotates the camera, and releasing it puts it back in the center. I find it to be a good alternative to head tracking.
  11. I don't know what's wrong with the Arch in 0.16, but EVERY time I have the rocket pass through it, the command pod explodes... I have succeeded the hop at least 5 times (thanks to quicksaving...) and each time, the command pod explodes. EDIT: I even tried using the debug menu: unbreakable joints and no crash damage. The pod still disintegrates through the Arch, while the rest of the ship in undamaged.
  12. I have a rocket preparing to orbit through the Arch, Jebediah's the pilot. This wasn't done on purpose, but he may be the only one capable of something like this
  13. Haven't you already posted this on the 0.17 discussion thread? I don't think you had to make another thread for it, you could've just reminded people of your idea there...
  14. So it doesn't have to orbit through the Arch, just pass through it? Will be easier then (but less impressive, I guess). I'll have a few training sessions before I can claim it's easy, though
  15. Don't worry, there's still a lot to come. After planets, docking and space stations, I'm pretty sure we'll get stock parts for satellites and rovers, EVA related equipment and what not. And even then, there will be the whole work on the career mode, which will probably be an important part of the game. KSP development is still far from being finished, which is also why I love this game! (something new to look forward to every two months or so)
  16. If you are in a circular orbit, then every point is both Ap and Pe. Changing their place will come naturally as you start burning, at which point you will find yourself either at Pe or Ap, depending on whether you're burning Prograde or Retrograde. If you were talking about a plane change, you have to burn toward the normal (or anti-normal) of your current orbit, until you have the desired orbit. Your Pe and Ap may have changed by then, and you can adjust them easily.
  17. Wouldn't you want to change the formula to reward lower altitudes? As it is now, for a given speed, getting lower means your score will be lower as well. Maybe speed x (50 - altitude) since the altitude has to be below 50 meters
  18. Will we still be able to fly on the surface of the Mun? I don't know how other planets/moons will feel like, but I always thought it was too powerful at times, for precise controls. I do think, however, that it should be just powerful enough to barely lift you off the surface, or at least allow you to perform higher jumps.
  19. Well, if they really can't find a devblog thread if you put it in KSP Development, they're not even trying Looking forward to this new feature.
  20. Single Stage To Orbit. I really need to work on my own design, I have only tried 2-3 times to actually get a space plane into space...
  21. I think that's because it's a fan-made, very well done video that demonstrates the ability to fake combat in a game that is not intended for this. KSP will never feature bombs or missiles or whatever as stock parts, but people have already done this, and will certainly continue. And no doubt, the day multiplayer arrives (if ever) will be the dawn of an age of space combat.
  22. I'd rather we not start a "it's called this way", since everyone doesn't seem to agree^^; (I've seen Keo, Kerbo, maybe even more). Anyway, to answer i0nicx, you don't need your ship to be in a perfect 2,868.4 km circular orbit, as long as your semi-major axis is the same. So you could for instance put your ship in a 2,867.4-2,869.4 orbit, and still be in a synchronous orbit, but not exactly stationary.
  23. There is no key for that, you have to right click on the ladder to extend/retract it. You can do it from the ship, or with a Kerbal in EVA if you are close enough.
  24. Tested things a bit here, and of course, I didn't manage to get it to work... I guess we'll have to wait for proper documentation. By the way, anyone knows what part props is for? It seems the seats in the internal spaces are created using this, but I'm not too sure.
  25. If you check your KSP directory/Internals/Spaces, you can see several folders, interesting ones being mk1PodCockpit and PodCockpit. Inside them, you'll find several .mu files, so I assume you would have to put your model in a similar folder. Then, set your pod part up, and in its cfg file, add the following: INTERNAL { name = interiorName } (maybe you have done that part already) If you have already done the first part as well, then we indeed do have a problem with making custom interiors. A quick question: why/how is the interior floating around?
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