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Everything posted by Geonovast
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This thread's gone a bit off topic. Locking to prevent further straying.
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Rational Resources 3.0.4 [Feb 03, 2025]
Geonovast replied to JadeOfMaar's topic in KSP1 Mod Releases
Moved to Add-on Releases.- 1,070 replies
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[MOD REQUEST] Loading time analysis for KSP
Geonovast replied to AzraelZephyrian's topic in KSP1 Mods Discussions
That's more C# that I've been able to wrap my head around. I'm fairly comfortable in HTML,CSS,Javascript and PHP. I won't say I'm good, but I'm good enough for what I need it for. I've tried learning C# a few times. It makes my head hurt. -
Been awhile since I stopped in here. I've been picking at my career game, mostly just wasting money on testing designs. But I decided to make a deep-space self sustaining interplanetary ship. During assembly, I ran into an interesting bug regarding Konstruction!. See the thing in the red circle on the right? That's two Konstruction! ports docked together. They were attached to the ship on the left in the red circle. For some reason, I couldn't weld those ports. It kept telling me I needed to dock two weldable ports together. Which I'd done. So I thought maybe if I dumped the ship that brought that part up, it would correct itself. Nope. I had problems separating the upper stage... and I found out why when I zoomed out. Not sure what to do about this.
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@strider3, we're currently experiencing some technical issues with the forums, so they're temporarily disabled. I've merged your question with another thread on this topic.
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From what I'm seeing, your inclination is the problem. The contract wants 180 degrees, KER is reporting 0. So, basically, you're going backwards. The contract is calling for a retrograde orbit, and you're heading prograde. What's nice about sat contracts now is that the map view actually visually shows which direction you need to be travelling to complete it, so it's always best to check map view before you plan your missing.
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3 things I've done that the next user hasn't
Geonovast replied to DarkGravity's topic in Forum Games!
I'm pretty sure I have, when I was a kid. I have indeed taken the train. Chicago to Kansas City. I flew on a plane, once. When I was 12, as part of the Aviation Merit Badge. I even got to control it as we flew over my house. I have not been in the air since. ---- I've been up in the Gateway Arch in St. Louis. I've driven for more than 12 hours straight. I've had to perform CPR. -
Ten Parts Roket To Orbit And Back
Geonovast replied to ffx's topic in KSP1 Challenges & Mission ideas
Duplicate challenge threads merged. -
Overlapping threads have been merged.
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Indeed. @DuoDex? Perhaps?
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I don't understand rescue missions.
Geonovast replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
Sorry it took so long.. So we have a Hitchhiker Storage Container standing in for the hatch-less one, since stock doesn't actually have anything without a hatch. On the rescue craft is a KIS storage container, and in that is a screwgun and a Jr. docking port. Bill grabs the gun, equips it, but oh no! The Jr. docking port won't fit in his inventory. Well, I could have Val manuever the rescue ship so that the container is closer to the Hitchhiker, but where's the fun in that? Instead I can just leapfrog the part up to where I need it. So Bill attaches the port to the rescue ship's side, using its surface attach node. Important to note that I am using [ H ] to attach it, not just dropping it there. Then Bill moves between the Hitchhiker and the port, then grabs it by holding [ G ] + left click, then attaches it to the Hitchhiker. Before attaching it, I pressed [ R ] to move to the actual stack node (green/black ball in the VAB), so that it snaps on nicely to the Hitchhiker. This isn't necessary for a temporary rescue thing, I'm just picky. Then attach with [ H ] + left click. Bill gets back in, and docking goes as it normally would. The leap frogging thing can be pretty useful, especially if you need to move it quite far and it's too big for inventory. Second option: The backpack method. The cubish KIS container in the video can also be used as a backpack. Just grab it with [ G ], and drag it into your kerbal's inventory. Then it can be accessed normally. Yes I know I forgot parachutes. -
I can't either. I had the game for, IIRC, a few weeks before I came across here, probably while trying to figure out how to land on the Mun, since the tutorial was extremely unhelpful. I likely would have ragequit this game if it were not for the forums. I see quite a few people answering questions, I think @Snark just stands out due to the verbosity of most of his posts.
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False! I've done it by cheating. TUBM has a prime number of posts.
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[Forum Game] One word to describe the avatar above you.
Geonovast replied to ping111's topic in Forum Games!
complementary -
Is there something specific you don't get, or is it the whole thing? They're actually fairly simple to use. Generally when I use them, I have a bunch of science experiments on the same craft. Once you complete an experiment, instead of transmitting it, there should be a yellow button that will allow you "Process in the Lab" Once you have some data sent to the lab, you can right click on the lab and hit "Start Research". You must have at least one scientist in the lab to do this. The lab will slowly crunch the numbers and convert the data into science, which you can transmit at any time, with the "Transmit Science" button after right clicking on the lab. Each experiment can only be processed in each lab once, though, so you can't keep sending the same data to it over and over again. Notice that's per lab. If you have more than one lab, you can process the data in each of them.
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This would be about 0.1% the speed of light, actually. Light is really fast. 299,792,458 m / s fast. Still, an impressive bug. Too bad that power cannot be harnessed.
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That game's intention is for you to use the Advanced Grabbing Unit to grab onto it. The only other stock option I can think of is to roll it or otherwise trap it into a cargo bay, but that's pretty tricky to get it all the way back to Kerbin without it exploding inside from rattling around. You might be able to use the "Hack Gravity" function the F12 menu to get it to not roll, or at least not roll fast enough to get away from you, but I think this would provide its own challenges, and it could mess up the orbits of... everything else. With a situation like this, I would just the F12 menu to complete the contract.
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Cheater. Where's the @Rocket In My Pocket?
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I don't know anything about the realism mods, but welcome aboard! That said, I think it might be a good idea to play the game stock for a little while, before you start modding the game. Personally I think it's better to get to know the game at its core, first, especially before something like Realism Overhaul. Plus learning the basics like how to get to orbit is going to go smoother in the stock system. Once you get some skills down - then go for the hard stuff!
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My mom makes that joke all the time, and I nearly go into a frothing rage about how that would be much, much worse than just leaving it the way it is.