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Everything posted by Geonovast
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I also have two that keep unreading themselves, in that same thread.
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2nd. https://www.nasaspaceflight.com/2018/10/spacex-falcon-9-saocom-1a-launch-west-coast-landing/
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Speed during descent
Geonovast replied to The Space Dino's topic in KSP1 Gameplay Questions and Tutorials
Are you asking why it doesn't slow down enough with the pointy end first, or why it flips? -
Trouble with landing gears
Geonovast replied to EasyAce's topic in KSP1 Technical Support (PC, modded installs)
The bad news is that the wheels have gotten worse since versions past. The good new is that you can now adjust spring/dampener settings in flight. (You may need advanced tweakables on for this) I would do quicksave shortly before landing, then try playing with those settings, starting with turning the spring value down a bit, and the dampener up. It's really black magic guesswork, so there's no right answer for every craft. -
Apply patches to a mod
Geonovast replied to leosefcik's topic in KSP1 Gameplay Questions and Tutorials
It's actually quite simple. Just make a new text file with the patch in it. This part: @PART[Akita_Seat] { CrewCapacity = 1 } It doesn't matter what the file is called, as long as it ends with .cfg Put the file literally anywhere inside your GameData folder. I recommend making a folder called MyPatches or something similar, so you can keep track of all your personal patches. Make sure you have ModuleManager installed, and you're good to go!- 1 reply
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Dres is my favorite planet. I did it! I have no idea how to texture it or make it do anything, and the colliders are all messed up, but dammit, it's in the game and pointing the right direction! This is a very exciting time for me. Before you know it, Superfluous Parts will be available for download.
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This was the booster's second launch, right? I bet that's where they got confused.
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Nuclear Engines produce no thrust
Geonovast replied to FinioM's topic in KSP1 Technical Support (PC, unmodded installs)
Your engines are blocked by the rest of your ship. The thrust is essentially hitting your ship and pushing it the opposite way with the same amount of force.- 12 replies
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- nuclearengine
- bug
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I didn't check it until the 6th update, so I don't believe that's the case.
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- totm july 2019
- spacedock
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I was just trying to add my mod to Ckan by using the built-in checkbox in SD. But if the checkbox has disappeared, then it may have worked. I'll track down a Ckan user and see if it's in there.
- 2,176 replies
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- totm july 2019
- spacedock
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I don't see how my adblocker would just up and remove a single input element, but I did disable it just to be sure. It disappeared shortly after I reported that it wasn't working. I just assumed you'd removed it until it was working correctly, but it's still gone. I checked the source, and the only input checkbox I could see was "remember-me" It's supposed to be in there somewhere, right? If the mod is added to Ckan, does the box disappear?
- 2,176 replies
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- totm july 2019
- spacedock
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@VITAS Are you giving up on the "Add To Ckan" option, or is it just in the works? Or is it missing for me because it was added? (It's missing if you couldn't tell)
- 2,176 replies
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- totm july 2019
- spacedock
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I'm just guessin' here. Symmetry isn't easy. I don't think it's possible to get it to mirror correctly using nodes. If it is, I have no idea. There's a link about it earlier in this thread, I'll need to pour through that again. Maybe I can figure something out. I'm pretty unlikely to add nodes for mods I don't use, but I do use a fair number on your list. When I get into it again, I'll tackle some of these. Probably the Mk2 and Mk3 expansions first, since that should just be a fair amount of duplicating from the stock parts. @zer0Kerbal if you work on any of these, please submit them to me in a PM. Thanks for the help
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You don't have Making History?
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That's for people who don't remember what it looks like. You know, since we can't see the damn thing...
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There's something weird going on in the last page of the FMRS thread. I have a bunch of empty space on the bottom of the page, and on the right. It gives me a horizontal scroll bar. I'm not seeing this anywhere else on the forum, not even other pages of that thread, as if there's a post on that page of that thread that's causing havock. Checked in FF and Chrome, signed in and out.
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Radial storage bays?
Geonovast replied to Mortimer Kerman's topic in KSP1 Gameplay Questions and Tutorials
Ohhh ok. I misunderstood. Gotcha. I'm not aware of any, but hopefully someone else is. Those would be handy. I asked Google about radial service bays, and didn't find anything. -
Radial storage bays?
Geonovast replied to Mortimer Kerman's topic in KSP1 Gameplay Questions and Tutorials
For KIS or Breaking Ground? -
Got a problem, probably fairly niche, but it seems to be a new issue. The newer versions don't seem to like the engine plates very much, and I have a feeling it's got something to do with those stupid forced locked autostruts on the engines when you attach them to the plate nodes. I first noticed it on my Falcon 9-ish rocket on my main install. On launch the thing would start to roll pretty heavily, with SAS trying its best to fight it. Initially I thought it was one of the part mods, like KRE or BDB doing it, but after some digging I figured out it was KJR. I boiled my testing down to a stock + DLC + KJR install. Basically the engines get twisted and out of alignment when the launch clamps are released. Not on staging the engines, not on throttle. I can go back and forth between full and no throttle all day on the clamps, and the engines stay put. It's when the clamps are released that things break. Note: This does not happen with KJR-N 4.0.0. It does in versions after that. I tried 4.0.3, 4.0.5, 4.0.6, 4.0.8, 4.0.11, 4.0.12, and it occurs in every single one. Just not 4.0.0 Note where the outer circles of the engines cross. Clean Stock + DLC (no KJR at all) No throttle: Full throttle: (Intersections are fine) Release clamps: Things are broken! KJR 4.0.0: (Everything's fine) KJR above 4.0.0: Back to broken Log from the 4.0.12 game in case it'll be helpful: https://drive.google.com/open?id=1QYEXNSDRtMthkONr3PiGNu0fLXi3UT4E
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TELL ME HOW TO FIX MY ROVER CONTROLS
Geonovast replied to a topic in KSP1 Gameplay Questions and Tutorials
It's hard to tell from your picture, but I bet your probe core is pointing down, and when you re-name, it's probably defaulting to that. Can you get some better pictures, such as the rover in the SPH/or VAB, full screenshots instead of clipped ones, and maybe share the craft file itself?