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KSP2 Release Notes
Everything posted by Serenity
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I feel like we missing a recent ''stable'' version of the game that we can roll back when new bugs appear. At this point with so much new stuff added, which is amazing, you would need to miss a lot of cool things if you want to roll back far enough to a mostly ''perfect version''. Not complaining, i love all this attention my favorite game gets, its just how it feels to me. Maybe in the near future we will get a patch just focused on squishing all these bugs that are not game breaking but they are....kinda...
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There is one more post i found on this visual RCS, do you think its a new stock bug or Mechjeb related? https://forum.kerbalspaceprogram.com/index.php?/topic/199235-docking-vessels-causing-save-bugglitch/
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Kindly remove that picture please, its a bit too much for this place i think.
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Warping moves objects
Serenity replied to maxander42's topic in KSP1 Technical Support (PC, modded installs)
That is so super weird, 1.11 is proving to be a tough one for sure. Maybe this will help? https://bugs.kerbalspaceprogram.com/issues/26908 But this is for Kerbals but i read other posts that have weird acceleration issues. Can i ask why use physical warp and not the ''normal'' one? Is there something active going on at that moment? You don't seem to have many mods maybe put them in a list, i am so curious on what's going on there. -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Serenity replied to TriggerAu's topic in KSP1 Mod Releases
I am so glad...this mod is so valuable...its half the game for me...this and Mechjeb, sometimes i stop and wonder if these mods are not working i would probably play the old version of the game or just not play at all. Missing new features is always a bit of a bummer.. -
I like to make a huge ground bases and organize them in crew modules/different bases depending what i want. Its not the best but it might help you in some way. You can EvA them and then recover them from the tracking station if they are on Kerbin, so you don't have to click one by one.
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The ingame Debug/Cheat menu has a landing cheat(Alt+F12 to open). No need to use hyperedit anymore(it is/was a great mod though). First quicksave though because it can be tricky to use. You can find your coordinates/altitude from Flight Info i think in the debug menu. It might involve some trial and error, maybe the simpliest thing to do is to cheat orbit the whole mission/skycrane to the orbit and do the landing again. Sadly i could not find any tutorial how to properly use the landing cheat and been a while for me, haven't played the game in ages.
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I haven't played this patch yet but this seem like a bad side effect of the more aggressive fix this patch had to reduce/stop sliding, Is it very immersive breaking?
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I guess you can put all the lights except the landing gear to an action group for a temp fix.
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Do you have CommNet enabled in difficulty settings? Do you have enough signal strength out there? Maybe you have limited control over the probe. If that's not the case can you try warping a bit and see if its fixed? https://wiki.kerbalspaceprogram.com/wiki/CommNet Effects of signal loss Depending on your difficulty settings, several effects occur when the CommNet signal is lost, either from the KSC or a probe control point. This could be due to either electricty loss, out of CommNet range, or an antenna destruction. There is also a setting where you can force the signal to blackout when entering a body's atmosphere too fast. Manned without a pilot: You will lose the ability to create maneuver nodes, or delete existing ones Probe, require control unchecked: Your probe will lose three capabilities : rotation control (roll, yaw, pitch), precise thrust control (only 0 or maximum), and the ability to create or remove maneuver nodes. If your probe is capable of locking a maneuver axis through SAS, it is advised to create a maneuver node before transmission blackout (passing behind a body) to allow the ship to perform the maneuver. Probe, require control checked: You will completely lose control of your probe. Either wait for it to go back to a CommNet range, or send a ship with a probe control point capability to do general maneuvers (deploy solar panels, precise control,...). SAS isn't transmitted by the KSC or a probe control point. If you cannot SAS, either look if your probe is controllable (batteries, CommNet range) or has a pilot onboard. The level of SAS depends on the ship itself (probe SAS levels or pilot level).
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Last update from me on this matter. I decided to wait and instead i bought Red Dead Redemption 2(It has an ok Discount on Steam right now). Maybe next year i will get it when its more polished.
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That is extremely interesting, sadly i lost my excel knowledge years ago but i loved making calculations sheets like that, also doesn't help you have to pay 100 bucks per year to have legit Office tools. As for the root part, to be honest, its not mastery, its just a lot of trial and error, saving many times until i get the root part right. The main problem is that the autostruts tend to misbehave a LOT when you connect two vessels or change root and that causes a lot of problems, especially with engines-engine plates.
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Taxi driver
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Since you been so kind to review my stuff i offer you my humble log i use, i plan to create a more advanced one in next patch. It has mostly all payload info and a sense of how i organize my career. It took me long to kinda structure my thoughts but here it is, maybe someone can take ideas from it. Edit, hope you liked it .