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Everything posted by VoidSquid
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Parachute never comes out in a dozen tries
VoidSquid replied to Sequoia's topic in KSP1 Gameplay Questions and Tutorials
Moar boosters chutes! -
Write protection on craft files.
VoidSquid replied to Geonovast's topic in KSP1 Suggestions & Development Discussion
So in the end, you want to protect the user from himself. As much as I hate this idea, but seeing how things in general went in the last couple of years, seeing what questions/issues I see here day after day in the support forums, and seeing how our customers are doing: yes, go for it. -
Flags Falling Over
VoidSquid replied to Noah Foloni's topic in KSP1 Technical Support (PC, unmodded installs)
Known bug in KSP 1.11.0, should be fixed in 1.11.1 -
Kerbin Comm Network in Career mode
VoidSquid replied to alphaprior's topic in KSP1 Gameplay Questions and Tutorials
Yepp I usually start with a circular orbit, deploy a relay satellite, and immediately raise the Ap as per the calculation. Switch to the just deployed satellite and fine tune the orbital period as precise as possible, the time is important here, doesn't matter is the Ap/Pe is a bit off from what is planned. Next, switching back to the carrier rocket, warp to Pe, circularize, then deploy the next satellite. And so forth. -
Kerbin Comm Network in Career mode
VoidSquid replied to alphaprior's topic in KSP1 Gameplay Questions and Tutorials
...which is also available in game: -
Kerbin Comm Network in Career mode
VoidSquid replied to alphaprior's topic in KSP1 Gameplay Questions and Tutorials
There is: Doesn't have to be a geostationary obit, no extra benefits from that. In general, how to set up: Should be covered in that video as well, iirc. I usually follow this guide here (more or less): https://wiki.kerbalspaceprogram.com/wiki/Tutorial:Setting_up_a_CommNet_system -
As per the log files, Kopernikus as well as KSRSS are both loaded. Now we're going into mod specific areas, I'd suggest, if there are further issues, you post your question(s) in the respective mod threads. I'm afraid, but I can't help you any further with those specific mods as I'm not using them myself.
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I'm not using dropbox myself, there are various other free sites, e.g. https://filebin.net/ I thought you wanted to install several mods? From what I read here (not using KSRSS myself), you'll need KSP 1.8.1, not any newer version. And yes, it doesn't seem to available via CKAN, if I'm not mistaken. You're welcome
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This Afaik only if you trigger it manually, but I might be wrong here, I'm not using Steam that often. Don't laugh, but you are starting KSP from the C:\KSP folder, not the Steam folder? And CKAN knows that your current instance is C:\KSP too? Unfortunately not, they are pointing to your local hard drive. You can upload the logs to any file sharing website, e.g. dropbox.
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Buttons suddenly get a lot smaller
VoidSquid replied to JIMMY_the_DOG's topic in KSP1 Technical Support (PC, modded installs)
Hmm... maybe the UI scaling got garbled? In game, you can check that in the settings menu. -
Yes, and you can make your life even a bit more easier: 1. As you said, and you need to leave GameData\Squad and GameData\SquadExpansion alone. 2. Yes 3. Copy said KSP folder to a not-special-Windows folder, e.g. C:\KSP Leave the Steam downloaded KSP untouched (you'll need Steam being aware that you have KSP there if you later want to install an upcoming update). From here on, only use the C:\KSP folder. 4. Get yourself CKAN! (see here https://github.com/KSP-CKAN/CKAN/wiki/User-guide). Install the mods you want. Mods not available you'll have to install manually like you did earlier. 5. If everything works fine now, don't forget to make backups regularly.
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Parachute never comes out in a dozen tries
VoidSquid replied to Sequoia's topic in KSP1 Gameplay Questions and Tutorials
@paul_c already said it, but it is a really important point so I'd like to stress it again: In other words, you should always point the bulky end of the pod in the direction you're going (aka retrograde) when you are going to land. -
You summoned me? Can we summon @Brikoleur too?
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Parachute never comes out in a dozen tries
VoidSquid replied to Sequoia's topic in KSP1 Gameplay Questions and Tutorials
Sounds like you came in way too fast, too steep, try a shallower trajectory with a higher Pe. -
Launching a 44t payload
VoidSquid replied to Anonymous49's topic in KSP1 Gameplay Questions and Tutorials
That I can sign too. Took me almost two years before I felt bold enough to leave the Kerbin system -
Larger Landing Legs Request
VoidSquid replied to AmateurAstronaut1969's topic in KSP1 Mods Discussions
...and here I though you meant "Larger", not "larger"- 15 replies
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Larger Landing Legs Request
VoidSquid replied to AmateurAstronaut1969's topic in KSP1 Mods Discussions
For the sake of size comparison, OP asked for Top to bottom: A.S.E.T, MRS Long Landing Leg, LL-4M, LL-7M Large enough?- 15 replies
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Parachute never comes out in a dozen tries
VoidSquid replied to Sequoia's topic in KSP1 Gameplay Questions and Tutorials
Does the chute deploy at all? If yes, the chute part should look opened on top. -
Launching a 44t payload
VoidSquid replied to Anonymous49's topic in KSP1 Gameplay Questions and Tutorials
Very true, yes Hence, in career mode, I only start using SRBs when the good AV-R8 fins become available. -
Busy at work here And @Curveball Anders might still be sleeping?
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Launching a 44t payload
VoidSquid replied to Anonymous49's topic in KSP1 Gameplay Questions and Tutorials
@Hotel26 The main reason I'm most often using a SRB-only 1st stage: SRBs, in the last say 30s of burn, provide an immense thrust. I try to reach about 12 km altitude with the the 1st stage, and about 450 m/s vertical speed. 2nd LfOx stage then can go with the much lower TWR of mentioned 1.2., no need for overall expensive and heavy engines. Which translates to cheaper rockets / more payload -
Launching a 44t payload
VoidSquid replied to Anonymous49's topic in KSP1 Gameplay Questions and Tutorials
2600 m/s then, doesn't change anything. Even with 2600 m/s from SRBs, your craft can't reach orbit. And we were suggesting to have 1000-1200 m/s for the first SRB based stage. The only way you can reach such a high Ap of 100+ km is that you're not doing a proper gravity turn.