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Everything posted by Geonovast
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Facebook is down, and with it, the best way to complain that it's down. Love it.
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Maybe wrap that up in a spoiler?
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Maneuver Node lock on
Geonovast replied to PTGFlyer's topic in KSP1 Gameplay Questions and Tutorials
Grab a bunch of rescue contracts... free level 1 kerbals! -
100 years and we still haven't learned our lesson.
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Engineering Idea
Geonovast replied to MrJoolian's topic in KSP1 Suggestions & Development Discussion
I've always thought they should have more to do. I also think, though, that in order to re-pack chutes, fix extendable solar panels, etc, they should have to have some sort of "kit" available. It wouldn't necessarily be as in depth as a KIS situation, but a part on on the craft that has "kits" as a resource. -
Intentionally Crashing a Space Station
Geonovast replied to Mars-Bound Hokie's topic in KSP1 Discussion
"Right before splashdown" It probably either disintegrated on impact, or broke into a ton of pieces that need to be recovered individually.- 17 replies
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- space station
- crashing
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Stock Fairings made 1:1 Death Star using special method
Geonovast replied to buguniao's topic in KSP1 The Spacecraft Exchange
How is this stock?- 21 replies
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How do you SSTO to duna?
Geonovast replied to Interstellar Yeet's topic in KSP1 Gameplay Questions and Tutorials
If you pack enough they're good for most of the trip down, you just want a powered landing for the last couple of meters... and obviously an engineer to repack those chutes. -
Intentionally Crashing a Space Station
Geonovast replied to Mars-Bound Hokie's topic in KSP1 Discussion
It's really hard to even guess at all of this without seeing the ships, but... Well, as long as their orbits are above 70km x 70km, that won't happen. Sure, I bet people de-orbit stations all the time. As far as recovery, it depends. Depends on how much of the station remains intact on re-rentry, and how close you "land" it to the KSC. Distance from the KSC affects recovery money. If your ships have open docking ports, then sure. Wouldn't be any different than rendezvousing and docking anything else.- 17 replies
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- space station
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My GPU has two DVI ports, an HDMI port, and a DisplayPort...port. For awhile now I've been running my main (middle) monitor off the HDMI, and the two side monitors off the DVI ports. I recently got a passive DP to HDMI adapter to hook up the TV as a fourth monitor. I'm not sure why, but my TV is being... problematic. Up until now it's been happy just having an Xbox plugged into HDMI 1. So I plug my computer into HDMI 2. Nothing displayed, but my computer sees the TV, and even set position, resolution, etc. So I plug my laptop into the TV on HDMI 2. Nothing, but the laptop sees the TV just like the desktop. Unplug Xbox and plug Laptop in HDMI 1. Display! So I plug my Xbox into HDMI 2 and my desktop into HDMI 1. Nothing on either end. HDMI 2 just has to be dead, right? Plug Xbox back into HDMI 1. Nothing. I can't get anything on anything now.
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Need help in removing mod craft files
Geonovast replied to mr. engino's topic in KSP1 Technical Support (PC, modded installs)
I don't know on that. I'm curious as to why you're removing the stock craft, and then trying to get them back. Including the stock craft is a game setting you choose when you create a new save. I would also look in the mod folders themselves and delete the included craft file.... those ships have to be coming from somewhere, and the mod isn't going to literally copy them into the stock craft folder. -
I would focus on trying to lose some weight first. For one, you may be bringing along too much LF for the ascent. Make sure the fuel priority on the nacelle tanks is higher than the LFO tanks in the middle, and see how much you use before the rapiers switch. Then load them with just a little bit more than that. Also get rid of the little landing gear behind the main gear. Not sure what that's for.
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It took me entirely too long to figure out why I couldn't see @YNM's reply to the Simple Rockets 2 thread. I was seriously wondering if I'd hidden him or not... He hasn't even posted in that thread. Turns out the forum is just confused. Any way to avoid this, or did the software just see the post happening at the same planck time?
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Need help in removing mod craft files
Geonovast replied to mr. engino's topic in KSP1 Technical Support (PC, modded installs)
Knowing which mod is going to be pretty critical here... I'm not aware of any mods that force craft files on you. Even if they did, restoring stock ones shouldn't affect it. Are you deleting the stock ships out of their folder? -
Better part selection UI
Geonovast replied to Algiark's topic in KSP1 Suggestions & Development Discussion
I could definitely see this happening eventually. They've already got parts that are built like that. AFAIK the new decouplers and the fairings are just re-scaled versions of the same part and textures. The structural tubes and the engine plates have adjustable lengths. I don't see why it couldn't be done with the fuel tanks. -
Weird issues with 1.5...
Geonovast replied to Frostiken's topic in KSP1 Technical Support (PC, unmodded installs)
Got any screenshots to go with it? -
Those mounting pylons you have the engine nacelles attached to are actually decouplers. You need to enable crossfeed on them. Interesting design, by the way. I'm curious to see if it works out for you. You might also want to disable staging on those guys so you don't accidentally jettison them in flight.
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Good news is I was able to play by installing it on my basement (Windows 10) computer and play it upstairs using Steam In-home streaming. Bad news is I didn't quite enjoy it, but I may be expecting KSP too much. I'll have to play with it some more.
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It does not. My laptop was just like "No", and my desktop would launch the game, but entering the editor would not only freeze the game, but did the unthinkable... it would freeze the whole computer.
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You guys remember the original hampsterdance.com? You do now.
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The navball has three modes, because the indicators on it are all relative. Modes are Orbit, Surface, and Target. It's pretty good about auto-switching to what you need at the time (Switches from surface to orbit on launch, orbit to surface on landing, from whatever to target when you get close to your target). But you can switch it manually at any time by clicking on the box where it says Orbit/Surface/Target
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I hear the square ones are also pretty good.
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I use KER, it has one built in. Any informational mod should have it. I can't say for sure, but I can't believe MechJeb wouldn't have it. IVA view (When you're in the pod looking through the kerbal's eyes) there is a terrain altimeter, but it's a real gauge and hard to read. Would be nice if we could switch the stock altimeter between modes similar to the navball mode switching.