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Everything posted by Geonovast
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Duna orbital adjustments
Geonovast replied to hhatch's topic in KSP1 Gameplay Questions and Tutorials
Does your ship have RCS? You'll want to get it as close as you can, but burning doesn't make that easy. You can try knocking your thrust limiter on your engine way down, pointing prograde or retrograde depending on which way you need to go, and just throttling up a little bit with shift. Get an encounter, then focus in on Duna, and do the same to get it where you want. RCS is handy for this too. Turn RCS off. Point your ship prograde or retrograde, RCS on, then tap 'H' or 'N' to make small adjustments to your orbit. Make sure you always have RCS off when re-orienting your ship, or it will change your orbit. Depending on how far out you are, even RCS may move it too much. You might need to turn down the thrust limited on all your RCS ports. -
Lucky. I would kill to be able to go see one of the Space Shuttles (Although they could rename the one at Intrepid a "High Altitude Atmospheric Shuttle" or "Plane") My wife's from Rhode Island, I'll have to see is she knows about anywhere neat to check out.
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I just got into Linux a few years ago, initially started with Ubuntu/Unity, but got so frustrated with it that I went back to Windows. Then I tried Mint/Cinnamon (because it was the most popular), it was ok but the only computer I had at the time didn't like it. So I went to MATE. I really like MATE, still use it even though most of my computers can handle Cinnamon now There's 7 computers in the house now running Mint / MATE. 4 Ubuntu servers and a Pfsense router. @NewtSoup I would try a live boot of Ubuntu with another DE and see how it behaves. Wouldn't hurt anything to try.
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Every non-server computer in the house is running Linux Mint MATE. Never had any issues with the screenshots. Do you see a difference between hitting the "print screen" button, and using the application itself? I.e., for me, hitting the print screen button automatically does the whole screen, but the application gives me this: Worst delay I've ever had is maybe 2 seconds. Maybe try a different DE? (I'm assuming you're using Unity... I hate Unity)
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Action Group Staging
Geonovast replied to viperwolf's topic in KSP1 Gameplay Questions and Tutorials
AFAIK you can't in stock. That just for the initial stage. However there is a mod for this, if you're interested. If you're on 1.4, I believe the author (whose mod maintaining list is 3 digits), is waiting until 1.4.1 to do his updates. This will let you slap a small controller on it which will trigger AG 3. I don't remember if you can have a stage trigger it, but you can have it hit when you would normally stage. (i.e. when a fuel tank runs out) You can also use the controllers to stage for you, so it stages the split second the tanks are out. This is also handy if you're using the crossfeed/fuel drain priority feature, since the boosters won't shut off when their tanks are done. -
totm aug 2023 What funny/interesting thing happened in your life today?
Geonovast replied to Ultimate Steve's topic in The Lounge
I just shaved for the first time in like 2 months. The air... so cold... -
I got a new laptop (i5-7200U @ 2.5ghz, 8GB DDR4, 2GB 940MX) this weekend. It's not as good as my new desktop (i7-7700K @ 4.2ghz, 32GB DDR4, GTX-1050Ti), but I'm happy with it. It's been a long time since I had a new laptop. So I'm starting a new KSP game on, a Stock + KER science game. I think I'll keep this one pretty mod free, and keep my modded game on the powerhouse. Went to orbit on my third launch. It's weird to think how insanely terrible I was at this game when I got it about 8 months ago.
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First time you hear about Kerbal Space Program
Geonovast replied to Saphirence's topic in KSP1 Discussion
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Construction tools and capabilities :)))
Geonovast replied to jonhcenami's topic in KSP1 Suggestions & Development Discussion
Certainly. **Disclaimer: These are BAD examples of actual ship design and are proof of concept ONLY. In the first one, you can see that trying to add the service module on top of the lander doesn't work. Because of subassemblies will only have one available node, at the root part. Even after flipping it upside down, attaching, and removing it again, its only attachment point is still the docking port. Using the re-root tool, we can move the root part (and therefore node) to the engine, and attach to the lander. In this second one, which IIRC was when I accidentally found the feature, I was building one of my Dres ships. I really wanted the Mk2 Inline Docking Port at the end of the arm, but you cannot attach it radially. However, you can attach stuff to it radially. Naturally I started with the port then, but how could I duplicated it to all 4 arms? Re-root to the rescue. -
BRING BACK MK1-2 MODULE
Geonovast replied to Dr. Jeb's topic in KSP1 Suggestions & Development Discussion
"Change for Change's Sake Doesn't Always Equal Progress." - Some smart person, probably. I'm quite the fan of the Mk1-2. I do like its looks, don't really care about the weight. The Mk1-3 sounds pretty great though. I do look forward to playing with it once 1.4.1 is available to me. @Dr. Jeb, just make yourself a sub assembly that's nothing more than an Mk1-2 pod. As stated it's still in the game, just hidden so it doesn't break legacy ships/saves. I don't remember who, but I remember one of the Squad members stating that it would be removed in the future. I understand the nostalgia, but I doubt they'll keep a piece around just for that. -
Yeah, I got that lol. I meant that since the ejection seats aren't in stock, the mod is unlikely to retire.
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I understand your concern.. but! Just try it. Install 1.4 to its own folder, so it doesn't touch your 1.3.1 install. COPY your save game over to the 1.4 install, and play it. See if there are any issues with it. If you're good, continue, if you have problems, simply fire up your 1.3.1 install and start your game again from where you'd left it, since nothing with 1.4 had touched anything in 1.3.1.
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Construction tools and capabilities :)))
Geonovast replied to jonhcenami's topic in KSP1 Suggestions & Development Discussion
Two things. 1. You actually can. When you click the button to open a craft, there are two tabs at the top, VAB and SPH. You can load a craft from the SPH into the VAB and vice versa. Clicking "Merge" will bring it in in addition to what you already have out. This is perfect for shuttles. 2. Manually moving the file is also an option, although a little more cumbersome. But ever when doing that, you don't need to exit the game, just minimize it if need be. The game checks the folders every time you click the open button, so the craft will appear without reloading the game. I'd also like to note the re-root tool, which I found completely pointless when I was green. Once I accidentally figured out that you can re-root assemblies when they're translucent and red (i.e. "not there"), I started using it all the time. It's insanely handy when dealing with sub assemblies and merged ships. The first has been needed for a long time, and I would really love something like that in stock. I've never considered the second one. I've always found it annoying to have to temporarily break up ships to see the CoM of one stage. I think separate wet and dry CoM indicators of each stage would also be handy! It is, but you've been able to open crafts from the other building since at least 1.3 (Can't speak to earlier, I cut my teeth in 1.3) -
How is it making the mod useless? I can almost read the numbers in your slimmed down screenshot. Or are you meaning it's displaying too much information?
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Ok, so maybe not ten, lowest it's letting me set is 21. Just go to settings at the main menu, under the General tab, you get a slider for Max Persistent Debris. Default is 250. Range is 0 - 10000 ( I wouldn't recommend 0)
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I just set my max debris down to like 10. Keeps things tidy and eliminates that risk.
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totm march 2020 So what song is stuck in your head today?
Geonovast replied to SmileyTRex's topic in The Lounge
I made it like... half way through before I shut it off. -
To clarify, this was done in Sandbox (So everything unlocked + no cost). I almost exclusively play sandbox, but just wanted to give you an idea of how else you could do it. The Reaction wheel was just there at the top for orientation after it's in orbit. For stations, there's really no "minimum". Even the smallest wheel will orient it... eventually. You can always just stack them up too, if one isn't enough. Usually a good idea to not put RCS on stations at all. As you said, keeping the CoM in the right place is virtually impossible, and they just get all kinds of wobbly. Just keep the RCS on whatever's docking with it, and shut it off as soon as you're docked. Stations will literally shake themselves apart with RCS. I'd be happy to float the craft file to you if you want to fire up a testing sandbox save. I'm 99.9999% sure I used only stock parts.
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I appear to have misread something. You're right. It must be something with the way GoG packages it then. With GoG, KSP is downloaded as a .sh file that you mark as executable and run. All it asks you is install location and shortcut options.
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I think that's only an issue with the Windows ones. I think the Linux version is smart enough to know what system it's on. At least I'm making the assumption, since GoG has 4 installers. Linux, Mac, Win32 and Win64.
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From what I understand, Dangit! is like going on a diet, BARIS is more like a lifestyle change.
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I'm pretty sure this is what @Spricigo was getting at. I think I replicated your payload accurately. I stuck a probe core, battery, reaction wheel, and panels on with a decoupler just to maintain the thing until more is attached. It did a fairly good gravity turn. You can see the circularization burn was just shy of 600 m/s. Not perfect, but way better than straight up. I build ships this way all the time. Pretty much all of my heavy launchers are configured like this. Much more stable than trying to toss a semi-wet noodle through the atmosphere. If you want to see some overly complicated examples, click the Dres Awareness badge in my sig.
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Why don't my Solar Panels Deploy?
Geonovast replied to JebTheKerbal's topic in KSP1 Technical Support (PC, unmodded installs)
Picture of the craft? Do you have a manned pod or probe core with signal? -
Bonjour! (I did that right.. .right?) I'm rather impatient, I rarely wait for a transfer window. So I just build bigger and do everything the wrong way. Things go south all the time, and that's the best part of the game. Real life space is actually really boring. @James Kerman I'm starting to think you should change your rank to "Official New Member Greeter"