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Geonovast

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Everything posted by Geonovast

  1. I would if I had anyone to give it to. The only person on my steam friends list who might play the game is @Rocket In My Pocket,.... and I have a feeling he might already play it. I gifted it to another friend like a year and a half ago, but I don't think he ever fired it up.
  2. This is exactly what engine plates are for. You need to set the number of nodes using the PAW (window that pops up when you right-click on a part).
  3. Don't forget the Kerbal RGB!
  4. The way the sale is set up right now, you would only save $2.53 buying the DLCs separate from getting the whole bundle. Personally I would just buy the bundle. But AFAIK, you can actually buy the DLCs from Steam and then just put the folders into your store install... at least I've seen that mentioned recently on the forum.
  5. Also remember they need Liquid Fuel and Oxidizer. They won't work with just LF. You didn't specify, but I just wanted to mention it.
  6. Must... not... buy... game... again...
  7. The cholesterol/egg thing ran rampant back in the 90s, and it has been proved and dis-proved over and over so many times that I just ignore it now. One egg a day is not going to hurt you at all. It might be a concern if you were downing a baker's dozen every day.
  8. The track bar I replaced last year appears to have already gone bad. For those not privy to car stuff, track bar lifespans are typically measure in decades. I am unthrilled.
  9. I had seen quite a few mentions of using the Boolean tool not being the best. As much as I hate clipping, even in this, some of the situations like I have up above is just too much work. I've actually been playing lately instead of dealing with this, but I'll be in DC all next week without my main install, so I'll probably do some blendering in the hotel while I'm away.
  10. You can re-root sub assemblies that are not attached (greyed out) using the re-root tool. You don't have to actually modify the sub assembly itself every time you want to attach it from a different point.
  11. 6x Sarnus-HC1-280 "Grivan", which do not gimbal. 3x Sarnus-HD1-279 "Navi", which have identical thrust and ISP as the Grivan, but gimbal (and weigh a little more because of it) They're from BDB, of course. The center Navi has full gimbal, the outer two have it set to 36 so they don't clip into their neighbors.
  12. I'm gonna see how many of these things I can put on the lawn before the neighbors start complaining. (Looking at you, physics-easing)
  13. Well, I think I'm SOL on getting the right then, since the KSP.log from when the contract failed no longer exists. Thanks for the info, I'll definitely remember it's here in case something like this ever happens again. I think I'm just going to add some rep and call it good, and try to get over that it's not accurate. I changed my SAVE_BACKUPS in settings.cfg from 5 to 50, so there's some mitigation...
  14. @bewing I was able to offset the funds and mark the contract as completed just fine by editing my save file. There were no science points involved in the contract. Rep is a little different, I don't understand how that's calculated. The contract has 12 for completion and -13 for failure. I don't see a comprehensible number for rep anywhere other than the metadata file. Do you know where I would find it in the .sfs and how I would repair it? Is there a writeup somewhere on modifying rep by hand? I couldn't find one.
  15. KJR. The exact scenario you're dealing with is why I cannot play pure stock, because autostruts are not as good as they're made out to be.
  16. Barely. I honestly have no interest in even going interplanetary at the moment, so I'm just using it to set up a relay network outside of Minmus' orbit, and to not forget about the 16 tourists hanging out at a "hotel" at the Mun. Suffocating 16 tourists and 2 crew might poorly impact my rep, not to mention the literal millions on funds lost. Never even heard of it, so I'm guessing no? I didn't see it, but I'll check when I get home. I'm sure some save file editing can fix that poor mark on the history as well.
  17. Lunch this week. If I'm lucky, that exercise bike that lives literally on the other side of the wall by my desk will get some attention.
  18. I've got 8 hours of driving on Sunday, I hope we're to the hotel by then!
  19. Hm. That really sucks. I'm not even sure what that would be. I don't think science was affected, and I'm not too worried about the money, what bothered me most about it was my options seemed to be either leave it as "Failed" on my history or remove it entirely. Bummer. Normally I do, but I didn't think I had much of a reason to at this point since the game goes to the KSC after hitting the recovery button and there was nothing suborbital to worry about. The issue was me not using FMRS correctly. I have a tendency to forget to land the booster (using a F9 style rocket for most things), and hitting the actual recovery button with pending stuff for FMRS (see bottom right of screenshots) causes iffyness. If I had hit ESC, I could have recovered from this, but of course the game backedup like every 3 minutes for no reason, when at times when I want it to do that, I have backups that are hours old. Apparently I need to write my own backup script.
  20. I think I know what you're talking about now. I don't know of any fix. I've not run into that much in the VAB, but I do see it all the time in the SPH, and it's incredibly irritating. Sometimes leaving the editor and coming back in helps. Have you tried moving the camera around? The angle in your videos is kinda weird to be building with.
  21. So I got my very first ever part recovery contract. The game decided to go easy on me for my first time. I managed to get it down alright, so no biggie. Unfortunately, an FMRS issue sent everything back in time during the deorbit, and destroys the wing off-screen. My mom called me right as I was recovering the landed wing, and I neglected to pause the game, so all 5 of my backup saves are of the belief I "failed" the contract. It seems the F12 menu does not allow you to complete contracts that have failed, only ones that are active. I can "remove" the contract, but that doesn't appear to do much other than just remove it from the history. What's my best option here?
  22. Place the sub assembly in the editor so it's red/greyed out, aka not attached. Use the re-root tool to change the root of the sub assembly to the part you want to attach it by. Grab the sub assembly and attach.
  23. It you mean that it moves in set increments, you can turn the snap feature off by clicking on button for it in the bottom left, or pressing 'C'. If the button is a yellow circle, snap is off. If it's a hexagon, snap is on. But some elaboration on what you mean would help.
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