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Everything posted by Geonovast
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How about a mosaic?
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Banned for babysitting the banning thread.
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I don't know if moving it into the Ships folder in the KSP directory will load it or not, I've never tried. That specific folder is for the stock ships included in the game. The Auto-Saved craft in your Save/Ships folder would be your only hope. If you don't see it in the SPH to load it, try re-naming it. That's really all I have. If that doesn't do it / that wasn't your ship, your only hope is if you have a save file (with a .sfs extension) that has it in flight, and you can extract it from. If you don't, well, I'm sorry. But it's gone.
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Is it the regular notification doing it, or do you have browser notifications enabled? I've never enabled browser notifications for anything, but I would still receive the blip before it got shut off.
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I love those SEP solar panels.
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Banned for changing your profile picture.
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A spy saves his dead lover's daughter from a madman with no arms.
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Welcome to the forum! To start: The ships you save in the VAB / SPH are not saved in the save file. They are saved in the Ships folder inside the save's folder, but they are not saved in the actual save file itself. That just has all the ships in flight. If it's disappeared from the load list in the SPH, check the VAB - you never know. If it's not there either, you can manually check the folders to see if it's in there, somehow. However I doubt this to be the case. The game checks these folders every time you go to open a craft, it's not cached. However, if you do have an older save that has this ship launched, it is possible to extract it from the save. See here:
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Add-on releases categories
Geonovast replied to Katten's topic in KSP1 Suggestions & Development Discussion
What about tagging? Threads can have tags, can they not? Also, if I'm not mistaken, you can search by tag? What if we requested that mod authors add tags to their threads based on a standard set for search-ability? i.e.: modParts modPlanets modFunctions modContracts No moving needed, and the authors could just completely ignore it if they choose to. -
If it makes you feel better, I ignored you a long time ago.
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Those things need audible temp alarms.
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I wish I had some more relevant shots, for some reason I wasn't terribly trigger happy on the screenshot button like I usually am. (It's the mouse back button, so I don't even have to think about it) Grouped a few contracts together. Rescue from Mun orbit, rescue from Mun surface, and dock two ships in Mun orbit (Although I found out later that it specifically wanted ships from two different launches ) . So I went apollo style with a rover (Just Jeb in the command pod, since I was picking up two hitchhikers while out), which was good, since I ended up missing the landing zone by 16 km. Gillo's rescue went swimmingly. She was rather happy to go home. Jeb ditched Gillo in the command module, and took the lander down to go pick up Benjamin. Since ole' Benji was stranded on a pretty good crater slope, Jeb parked about 1.6km away, and Benjamin sailed over. Back to the lander, ready to go. Given the gross inclination, I was a bit worried about using up too much fuel lining everything up.... but I accidentally timed it really well. Instead of circularizing, making an inclination adjustment, and then setting up and encounter, I managed to do all three with a 104 m/s burn.
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Flags fall down
Geonovast replied to Hotel26's topic in KSP1 Technical Support (PC, unmodded installs)
Feature? Even the real ones aren't all standing up. https://www.hq.nasa.gov/alsj/ApolloFlags-Condition.html -
One of my more photogenic cats. He used to like to hang out behind my main monitor. (And probably will again once winter hits). He's always got such weird expressions. Your pictures are how I identify you people. Much more easily than the names, anyway. *cough* @NSEP *cough*
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Rep, yes. post count, no.
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Why, is there a prize? All you're doing is presenting yourself as an attention grabber, and you'll find you'll get the opposite result of the one you want.
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Only if advanced tweakables is on. Advanced tweakables in your game settings will let you do that. Lets you shut off staging for decouplers and fairings.
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My spaceplane keeps flipping out!
Geonovast replied to mrhexed's topic in KSP1 Gameplay Questions and Tutorials
Flipping high up generally means that you have too much drag up front, or that your CoT is too far off your CoM. Once you start running out of air, your flaps can't compensate for it anymore. Also, as @1101 said, don't timewarp a spaceplane ascent. Physics timewarp is far from perfect. You may also want to get some gimble capable engines.- 14 replies
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- spaceplane
- flipping out
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My spaceplane keeps flipping out!
Geonovast replied to mrhexed's topic in KSP1 Gameplay Questions and Tutorials
Yes. Not too much, though. Too far back and you won't be able to fight the dive. You also want to try to build your plane in a way that the fuel draining doesn't move the CoM too much. You can manually empty the tanks in the SPH to see where it moves, but I believe there's a mod (Better CoM maybe?) that shows you empty and full at the same time.- 14 replies
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- spaceplane
- flipping out
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My spaceplane keeps flipping out!
Geonovast replied to mrhexed's topic in KSP1 Gameplay Questions and Tutorials
Most likely. It's also possible that they're really close on launch, but the fuel burned during takeoff moves the CoM too much.- 14 replies
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- spaceplane
- flipping out
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I might be reading too much into this, but just in case I'm not: The game has a tree-like structures to building ships. There's a root part, which is the "start". Everything branches off from there. Each piece has one parent, but can have any number of children. Therefore, it's impossible to connect a booster to a fuel tank at more than one point, such as trying to use two decouplers. You can put multiple decouplers in, but it will only attach to one. In this case, the big fuel tank in the center is the root. It's the "start" of the ship. It has 4 children, which are the 4 decouplers, circled in green and red. The fuel tank is the decouplers' parent. On the left, we see how to attach is correctly. The booster attaches to the decoupler. The decoupler is the booster's parent, the booster is the decoupler's child. In blue are structural struts. They all you to secure the booster to the decoupler to prevent it from flopping around. They will automatically break when you activate the decoupler. I'm not sure how the mechanics in the code work exactly, but in a sense they're not really real. They don't have a parent or children, they just strengthen the connections between the parts they're connected to. If I'm wrong on this, hopefully someone will correct me. But they're pretty vital for rockets using radially attached stuff. It's best to unlock them soon if you're playing career or science mode. On the right, is not how to attach a booster. This is pretty common among new players, myself included. I had several hours of frustration when I was new because attaching the booster like this did not work. Again, the decouplers are the fuel tank's children. The booster is the child of only one decoupler. Because the booster can only have one parent, it's only able to attach to one decoupler. Despite it looking like it's attached at three points, it's actually only attached in the middle, by the decoupler circled in green. The two in red are not actually connected. To view this, we launch the rocket: (hammers added for extra weigh to accentuate the lean) Look at the two decouplers in red. You'll see that the top of the booster has actually pulled away, because it's not attached. The bottom one is pressing into the booster, again because it's not attached. Here you get another small lesson: a ship cannot collide with itself. Parts that are still attached in the same tree will simply pass through each other. This effect is known as "clipping". This includes moving parts such as cargo bay doors, landing gear, wheels/suspension.
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I docked myself good this time...
Geonovast replied to Bakkerbaard's topic in KSP1 Gameplay Questions and Tutorials
It's still not terribly accurate. I've had Konstruction ports the were set to a certain degree, but DockRotate reported them as a few degrees off even after they'd docked. DockRotate lets you adjust the rotation angle after you've docked without undocking. -
I docked myself good this time...
Geonovast replied to Bakkerbaard's topic in KSP1 Gameplay Questions and Tutorials
Nope. Do you have DockRotate? It's really handy when building in orbit, lining up the ports after docking with DockRotate, then welding, is much more accurate than the rotation snap Konstruction! does when docking. Also makes for less violent docking. -
I docked myself good this time...
Geonovast replied to Bakkerbaard's topic in KSP1 Gameplay Questions and Tutorials
Best way would be to just stop using the regular docking ports. Doesn't help with the inline or shielded ports, though. I'll look into making some MM patches to give the regular ports the Konstruction ability, as well as giving the inline ports the ability to dock with Konstruction ports (which I've done before, they just can't weld)