-
Posts
5,063 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by RealKerbal3x
-
It adds statics for placement via Kerbal Konstructs. No parts.
- 392 replies
-
- kerbalkonstructs
- lc-40
-
(and 3 more)
Tagged with:
-
Chronological savegame sorting
RealKerbal3x replied to bitzoid's topic in KSP1 Suggestions & Development Discussion
Yes, that would be extremely useful. I was once scrolling through the list of named quicksaves for ten minutes trying to find the right one, so having them in chronological order would be a godsend. -
I believe @damonvv is waiting for an official render from SpaceX before he starts making a stainless steel Starship. Also, I could be wrong but I think he’s going to add the 2017 BFR back in as an option too.
-
@damonvv Looks awesome! A quick question: Is it RAM-free like @Omega482's KK buildings, or is it your original art?
- 392 replies
-
- kerbalkonstructs
- lc-40
-
(and 3 more)
Tagged with:
-
Thing is, that would almost double the amount of part textures in the game, which would mean that RAM use would skyrocket. Also, having variants with completely different geometry to each other could cause issues. You could try Old Parts Redux:
-
Is it an Apollo style mission? If that’s the case they can just EVA their way back to the orbiter. And by the way, you don’t really land on Gilly, more like dock with it
-
[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
RealKerbal3x replied to Pak's topic in KSP1 Mod Releases
@Pak Ignore the issue I reported above. Apparently the solution was as simple as reinstalling CA, and after that the dV system started recognising the OMS like any other engine.- 2,351 replies
-
- space shuttle
- parts
-
(and 1 more)
Tagged with:
-
Alternative communications network design - Thoughts?
RealKerbal3x replied to RealKerbal3x's topic in KSP1 Discussion
Sorry, didn't notice this initially. By interval I mean at what time after deploying satellite 1 into its orbit do you deploy satellite 2? When sat 1 is at apoapsis or some other time? -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
RealKerbal3x replied to RoverDude's topic in KSP1 Mod Releases
Yep, still works! (at least for me). Not many mods have actually broken since 1.3.- 1,693 replies
-
- warp drive
- usi
-
(and 1 more)
Tagged with:
-
[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
RealKerbal3x replied to Pak's topic in KSP1 Mod Releases
I’ve tried stock monoprop engines as well as the ones from Near Future Spacecraft, and the dV system doesn’t seem to have any quarrel with them, so it’s probably something about the CA engines that’s confusing it.- 2,351 replies
-
- space shuttle
- parts
-
(and 1 more)
Tagged with:
-
The new Poodle is certainly an improvement, but I think that it should have a couple variants, for example a 1.875m ‘bare’ one. Regarding the new Terrier, I think it’s a big improvement over the old version. Plus, the ‘bare’ variant makes clustering engines so much easier.
-
Unknown Object in VERY low Kerbin Orbit
RealKerbal3x replied to aSpicyBanana's topic in KSP1 Discussion
@aSpicyBanana Welcome! What you’ve discovered there is probably Minmus. It’s the second moon of Kerbin (after the Mun) and is actually in a rather high and inclined orbit of the planet, not a low one. It is a little difficult to get to (because of the inclination of its orbit) but it can actually take less delta-V than the Mun if you do it right -
[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
RealKerbal3x replied to Pak's topic in KSP1 Mod Releases
@Pak Thanks once again for your continued work on Cormorant! Just a thing though...the OMS engines don’t seem to agree with KSP 1.6’s dV calculations. Any manoeuvre node you set up has a red progress bar, and the dV for the stage with the OMS engines reads zero. No pics because I’m on my phone right now, but I can get pics and/or a log tomorrow when I have access to KSP. Of course, it could be an issue on my end, and I did a reinstall of CA today but didn’t get the chance to play - so it could start working with no need for you to do a bugfix patch. In that case, sorry!- 2,351 replies
-
- space shuttle
- parts
-
(and 1 more)
Tagged with:
-
I agree, the bare variants make clustering engines so much easier Plus, we’re seeing SQUAD systematically killing tankbutts, which is always good.
-
'Io' movie (2019) - with extra epic wrong science
RealKerbal3x replied to SnakyLeVrai's topic in The Lounge
Pfft. A toxic wasteland with hundreds of volcanoes spewing acid as the only hope for mankind? Seems legit. -
@Snark Yeah! This opens up a lot of possibilities! Including one I’ve been thinking about ever since SQUAD teased the Terrier revamp. The ‘Shrouded’ variant for that part looks a lot like Porkjet’s revamp, which had a small amount of LFO storage. So I was wondering if it would be possible, using Simple Fuel Switch, to give the Terrier a small amount of fuel storage, but only when it’s on the shrouded variant. If it was on the Truss Mount or Bare variants, then there would be no fuel. Just wondering if this would be possible or not. (By the way, I already posted a thread about this very topic, but now that SFS allows linking fuel switching to part variants, I decided that this would be the best place to enquire about this).
-
Vessel Switching and docking
RealKerbal3x replied to tawpik's topic in KSP1 Suggestions & Development Discussion
@tawpik For controlling 2 vessels at the same time for docking, you kind of can. Switch to your target vessel and target your main vessel, then use the ‘point to target’ SAS mode. Then switch back to your main vessel and click the same SAS mode. The ships will automatically align - this way you can make your docking approach without having to worry about manually aligning with the docking port. However, if you’re docking with a space station and the port is off-axis, you should click on the port and set it as your target. As for adjusting the magnetism on docking ports, unfortunately it’s not in the stock game. However Editor Extensions Redux has it as well as a ton of other useful stuff. Hope that helped! (I was about to inform you about the bracket key thing but @razark ninja’d me ) -
Will KSP get relased to mobile ?
RealKerbal3x replied to 64Bit's topic in KSP1 Suggestions & Development Discussion
The other issue with a port to mobile is: where do all of the controls go? KSP has a lot of controls, so how do you fit all that on the screen along with the UI in an intuitive manner? Even if you have an enormous Ipad Pro screen, you'd be hard pressed to find space for controls, UI and a view of the spacecraft. Never mind trying to get that to work on an average smartphone screen. -
How do Kerbals survive the perils of extended space travel?
RealKerbal3x replied to Xavven's topic in KSP1 Discussion
Maybe magnetic dice? -
Mysterious Extras folder in mods
RealKerbal3x replied to Iguas's topic in KSP1 Technical Support (PC, modded installs)
I'm pretty sure you should put the contents of Extras in the mod's folder (which should be inside GameData). -
Mysterious Extras folder in mods
RealKerbal3x replied to Iguas's topic in KSP1 Technical Support (PC, modded installs)
Generally 'Extras' contains optional content. You can decide whether you want to put that stuff in the main mod folder or not.