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Everything posted by Geonovast
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TELL ME HOW TO FIX MY ROVER CONTROLS
Geonovast replied to a topic in KSP1 Gameplay Questions and Tutorials
See how the navball is all brown? That means that the control point is looking at the ground. Right click on the command seat and select "control from here". That will orient it to be looking forward instead of down. When using a rover, you want the bottom half of the ball to be brown, and the top half to be blue. If it's not, your control point is looking a funky way. -
Adding RAM only helps, with any application, if you're running low. With 16 GB, adding more will unlikely help much unless you have a ton of mods installed. If you're not running into issues with insufficient memory, then adding more will do nothing. How much does your KSP use?
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Solid Evidence robotic parts are breaking randomly
Geonovast replied to rayceeya's topic in Breaking Ground Support
The broken pieces when reverting is definitely weird, but when in flight, if you run out of EC, the robotic parts go all kinds of haywire. Are you sure you weren't running out of power? -
At least the problem's different?
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- totm july 2019
- spacedock
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(and 3 more)
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I tried using the "Add to CKAN" button on my mod, but when I save changes I get an Internal Server Error. Just thought you should know, unless I'm somehow doing something wrong.
- 2,176 replies
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- totm july 2019
- spacedock
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(and 3 more)
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I tried clicking the "Add to CKAN" thing on Spacedock, but it's not working. I'll check the SD thread and see if that's expected to be fixed. Right now it would probably be best to follow this thread or the mod on Spacedock. New Release: 0.6 Changelog: Fixed the issue with nodes not moving correctly when changing Target Angle on Breaking Ground hinges in the VAB/SPH If you don't have Breaking Ground, there's no reason to update.
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I'll probably put something in there, although really this isn't a long thread. It wouldn't take much to skim it to see if it's mentioned. I believe the change was for 1.0, but that was before my time. On a side note, I know about the issue with the added hinge nodes not moving when you change the target angle in the VAB. I'm pretty sure I know how to fix it and it should be taken care of in a few hours.
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How to enable new Breaking Ground suits
Geonovast replied to legsofjelly's topic in KSP1 Gameplay Questions and Tutorials
Hello, and welcome to the forum, @legsofjelly Clotheshanger next to their name will switch their suit. -
What is Your Favorite Movie? (Oldies Included)
Geonovast replied to Mr. Peabody's topic in The Lounge
If you haven't seen The Princess Bride, what are you even doing? -
Anyone know if Radarsat C1, C2 C3 on Wednesday will be RTLS? My Google-fu is failing me and neither Spaceflightnow or Everyday Astronaut pre-launch previews are telling.
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Shuttles are hard, man. It's a magical balancing act, especially for dealing with different sized payloads. Even once you get the thing flying, and re-entering, you put it on a launcher and everything goes to hell. I still haven't figured out the secret to getting them to not wobble all over the place during launch. Which is funny, because I actually had one version where you could hit the spacebar with a specific weight payload, and it would do the entire gravity turn by itself without flopping all over the place. All I had to do was kill the engines at the right time and circularize. (Smartparts handled the SRB separation). I don't remember at all how I got it to do that. The very first shuttle I managed to get to orbit consistently was a combination of STS and Buran, where it had engines on the orbiter and on the main fuel tank. It also launched with the shuttle upright, instead of on its back like STS. Had hands-off re-entry though, so that was nice.
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I've reported a few that screamed "I'm a robot!" when I read it. I've been right and wrong.. I think.
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When the engine gimble just isn't quite enough.
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BTW, it's much better to use Google instead of the Forum's search function. Whenever I look for a mod, I go to Google and type "KSP Modname".
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Engine Flame-out Bug?
Geonovast replied to Some_stranger's topic in KSP1 Technical Support (PC, modded installs)
Your intake is closed. Click the "Open Intake" button on the engine. -
https://www.newegg.com/p/0DC-05S1-00011?Item=9SIAHPT8DK4773
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Can Kerbin Get More Love?
Geonovast replied to masterchiefan's topic in KSP1 Suggestions & Development Discussion
I doubt Kerbin will get much attention, especially for non-interactives, but I really like this idea. Welcome aboard, @masterchiefan! -
I legit consider this forum the only safe place on the internet for me. I washed my hands of Facebook a few weeks ago. Even with adblockers and filtering addons it was still too much stress for me to deal with. I'm good here.
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Had a lot of downtime today. Those BG rotors are pretty handy for making trailers.
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Is Steam is selling a game/dlc bundle, then "Complete" in this context would just mean "This bundle includes everything available", and you can't read further into it. Of course Squad's total focus isn't DLC. They're also updating the base game... despite what some whiners who claim the game hasn't changed since 1.0 would like you to believe. I started playing in 1.3, and have seen quite a few options added to the base game. Speculating wildly based on a single word on a distributor's page will get us nowhere.
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I was partially contemplating finding a way to get down there too. This was the biggest reason I decided against it (that and I don't want to get on a plane). I just know that if I planned a trip to see a launch, it would get moved and/or scrubbed on me.
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I will definitely take a look when you get it up. Stock I assume?
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I.... may have to play with this.