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KSP2 Release Notes
Everything posted by Geonovast
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You don't need the fuel lines. You can enable crossfeed on the booster decouplers, then set your fuel flow priority so the boosters drain first. That way you can run your center core at full throttle and still have it be full of fuel when the boosters detach. SpaceX had considered this for the Falcon Heavy, but opted for the lower center thrust option instead.
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Connection to Jool with no extra Ground Station
Geonovast replied to Saltem's topic in KSP1 Discussion
I typically will put 3-4 weak relay sats into equatorial orbit using this, and put one relay sat into an incredibly eccentric polar orbit, so the sat spends almost all of its time above Kerbin. Sometimes I'll do two powerful ones in polar orbit 180* apart. -
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Space station contracts bug
Geonovast replied to kridershot's topic in KSP1 Technical Support (PC, unmodded installs)
Are you running any mods? Do you have the game on Steam? If so, there have been update issues with Steam with 1.6. Try validating the game files. -
I would welcome a broader range of positive ones. I think it would be neat to distinguish reactions from people between Like (I thought that was neat), Helpful/Informative (I learned something!), Thank You (Appreciation for helping on an issue), etc. I'm also fine leaving it the way it is, which it's been made pretty clear that's what's happening. But I'd sooner see the reaction system turned off altogether before the negative ones get turned on.
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I overcame a major hurdle in a project I'm working on in KSP last night, right before bed. And of course it was Sunday, so now I'm dragging out this unrealistically long Monday with not much to do at work because I just want to go home and KSP.
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I'll have to disagree with that. I'm certainly no beginner, and I get the most enjoyment out of sandbox. I find career incredibly tedious and boring. I've tried many times, but about the third time I have to design a ridiculous one-off rocket just to satisfy yet another get haul or test contract that doesn't achieve any actual goal I delete the save. Science is a really nice compromise, and I have gotten quite far in a few of those saves. I still almost exclusively play sandbox. At this point I mainly set my own goals of doing things that the game wasn't really meant to do.
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How did you get the game? You may be able to contact the distributor and see if they'll provide you with an older version.
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Some mods that may help of you don't want to go full on scripting. Otherwise there's always KoS
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How do I play offline?
Geonovast replied to Martian Emigrant's topic in KSP1 Technical Support (PC, unmodded installs)
I've noticed something similar since 1.4 where if you maximize the window (not full screen - just maximized) I get that weird mouse offset. So now I'm just in the habit of waiting until I get to the main menu before maximizing. -
How do I play offline?
Geonovast replied to Martian Emigrant's topic in KSP1 Technical Support (PC, unmodded installs)
Are you using the launcher? -
Printed another one. This time with a black interstage and I painted the raceway (In the second picture anyway).
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This is likely the issue. Nothing's being auto-recovered, I have that off. I keep focus on the second stage at separation, get it to orbit. Jump back to separation point, land booster. Booster stays in focus that whole time. I'd like to be able to get the second stage to orbit and land the booster without every hitting the recover button on the booster. If, say, at stage separation, a small, third piece was detached. Maybe just a probe core and a chute. I fly the payload to orbit, jump back. Land the booster, jump back, then land that dummy core and recover it, would that work? I'd still only be creating one jump-back point.
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I could use a little advice on using this. Despite having it installed for a while, today was my first real time using it. After watching the tutorial video in the OP, I think I got how it works, however it's not behaving how I'd like it to and I'm hoping there's a way to accomplish my goal. That said, I do believe it's working as intended, I just may not fully understand what's going on or what I need to do. I have a Falcon9-ish style rocket. Two stager to orbit. All of my staging is being done with action groups (mostly with the help of SmartParts), so I actually have to trigger FMRS with an empty stage before I take off. I don't think that's an issue, just want it know it's being done. At 40km the second stage disconnects, and I follow it as it fires its engine. I get it to orbit, then use the FMRS box to jump back to stage separation. I do my normal boostback and land back at the KSC. This is where I have some issues. I would like to be able to have the save points merged without recovering the booster. It's my understanding that everything is stitched together when the "Recover Vessel" button is pressed. However, since I don't want to recover the booster, that leads me with a small issue. I thought of a way to get around it, but it did not work. At 500 meters, the interstage, which contains stuff like batteries, RCS tanks, SmartParts controllers, is ejected. The interstage portion has its own probe core, as does the booster. I land the booster, then the interstages touches down a few moments later next to the booster with its parachute. I switch to the interstage and recover that. It does its thing and focuses back to the second stage in orbit, but both the booster and interstage are missing from the KSC. What can I do to keep the payload in orbit, and the booster landed? I don't care about the interstage, it will need to be recovered anyway. I think the problem is it's not creating another jump back point when the interstage ejects at 500 meters.
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Edit action groups in persistent file?
Geonovast replied to Srpadget's topic in KSP1 Gameplay Questions and Tutorials
I know you like to keep it stock, but I think you'll be happy if you keep AGX around. You can even click on the AGX button in the editor, and it'll go back to the stock GUI with only 10 action groups. So it doesn't really add something new... just expands on a stock aspect. Being able to name them and edit them in flight really should be part of stock. At the very least naming them. You shouldn't have to keep a notebook full of what button does what for each vessel. Having a named display in flight where I can click on the action groups has become insanely necessary for me to play the game. I'll even frequently use them to control all staging of a vessel, completely ignoring the spacebar. -
I'm not really sure what you mean by Apollo style in this context. You could certainly use this for Apollo missions, although with how it's set up you don't have to. It's really great for multiple payload missions. You'll just have to jump into a sandbox game and play around with them to see if they'll do what you want them to do. The engine plates from the MH DLC might help you as well. I'm sure there's plenty of helpful mods too, but I'm drawing a blank on any specific ones.
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Just turn on advanced tweakables, and use the Interstage Nodes on the fairings. I think it'll do what you want.
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Edit action groups in persistent file?
Geonovast replied to Srpadget's topic in KSP1 Gameplay Questions and Tutorials
That... I'm not sure. You could just copy your persistent.sfs file, save it as a backup, then give it a try. Otherwise, AFAIK, you can sort through the sfs file and manually add each action group. I believe it's just a parameter in each part, but it sounds like you would have a ton of sifting through to do. -
Edit action groups in persistent file?
Geonovast replied to Srpadget's topic in KSP1 Gameplay Questions and Tutorials
This will let you edit action groups in flight, as well as expand you to 250 NAMED groups. I can't live without this mod. -
I'm had similar issues with Hangar Extender where the system would freak out after clicking the extending button. It wouldn't extend the hangar, and then do basically what you said. I'm pretty sure it was that mod doing it, but I never locked down exactly what was going on (as in if it was the mod by itself or a mod conflict) so I didn't report it to LGG yet.
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Am I missing something with the Gantry Rail? I'm not getting the exploding problem that's been reported, the rail just does nothing, and half the attachment nodes in the editor do nothing. I'm also having issues with everything just no longer working after docking, but I'm not terribly concerned with that, if I can get the Gantry Rail working. If it's expected to work in 1.4.5 with 3.0.0 p7, I'll get you logs and videos and all that. Edit: I was. I was only using node attachment points, not the surface one. Seems ok now.