SiWalder
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KSP2 Release Notes
Everything posted by SiWalder
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thanks mate - if you've been able run the upgrade installer OK I'll have to assume it's the usual issue me, in one way or another
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has anyone outside of steam had any issues running the upgrade installer
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Strange - when I try to install using the upgrade patch it doesn't recognize C:\Kerbal Space Program as the correct folder (100% the correct folder). Not had that issue before. might do a complete reinstall
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Woooop - non steam update available for me
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no sign of it for me yet - non steam
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Hi Mate - 1:50pm for me too, I think I saw someone say that their HQ is in Mexico and it's only 7:50am there so guess it'll be at least a couple more hours wait. I'll be F5 mashing the KSP>account page until I see it so i'll holla if i see it. (wantwantwantgivegivegive)
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Each orbit is the same pretty much
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Right, I've placed a 50m tower with a command pod at the top. the orbiter passes within 150m of it each orbit, I've passed 10 orbits and visibly at least, it's hitting the same spot each time. there's a slim chance this is doable. The tower about 100m too far south but I'll leave that there as a marker and build the loop tower into a rover for fine adjustments.
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Finally had a crack at the lowest moon orbit. If you're bang on the equator of the Mun, you can get away with a 5900m x 5900m (give or take 50m) orbit which includes a fairly frightening skim of the southern peak of the canyon. There's also a short time in which you are pretty much IN the canyon. Might try and squeeze it in a little. It looks like a structure about 70 meters tall would do the trick. At the moment though, I'm just gonna pump the graphics settings up and kick back with the interior view out the prograde window. It's quite a treat.
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I managed to add 2 more 400 LF&OX tanks behind the inner air intakes to your original design for a bit more Dv. It still makes orbit without a struggle.
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Hi mate, I like your original design, it would be a shame not to put it to use You're probably aware of this already, but you'll find that once you've done a couple of tourism contracts, they start getting more adventurous and wanting much more that just mun or minums orbits to satisfy the contract, That's always been my experience at least. If you can squeeze a little more DV out of your original design it'll work really well as an LKO rescue craft which are always good quick, money earners. LKO rescue missions seem to persist throughout a career mode as well. I know whenever you try to squeeze Dv out of an SSTO design, you seem to end in a pit of diminishing returns, but... have you considered reducing the number of engines by 1. I'd be tempted to swap the bi coupler at the back for a single MK2 to 1.25 adapter and try 4 jets and one rocket engine, and if that leaves the rocket stage too weedy a 3 jet, 2 rocket version, although the Dv saving from the later probably won't be great. I'm sure I've got a 3 crew panther/reliant plane that gets to LKO with about 800 Dv left. I'll try and dig it out when I get home,. although it's a MK1 and doesn't look as good as yours. Si
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Building in Space - beginner question
SiWalder replied to GungaDin's topic in KSP1 Gameplay Questions and Tutorials
Hi Mate, As mentioned, the only way without mods is docking ports. Autostrut is an option within each parts individual right click menu. When switched on it gives the effect of creating an invisible strut between the part you are selecting and another part in the build. It's used to stop your ship wobbling and flexing, so if that's not happening don't worry about it. I too had a craving for in-situ building and the following simple mods make it possible. https://www.curseforge.com/kerbal/ksp-mods/kerbal-attachment-system-kas https://www.curseforge.com/kerbal/ksp-mods/kerbal-inventory-system-kis I found the "User Guide PDF" on the "Wiki" tab of each page really useful. these provide a few extra parts and extra functionality allowing Kerbals to a) carry items in a limited inventory and b) attach/detach and move parts while not in the VAB. it's got some realistic-ish limitations that still keep it challenging to build. If I remember rightly, if you have an engineer with a certain number of stars (can't remember how many, soz), it allows you to "snap" parts into place so that builds are clean, as if they've come out of the VAB. I used these mods to load up storage containers (included in the mod) with individual parts and take them to the surface of other bodies to make surface bases, rather than lugging large structures around with a wonky COM. What I found the most fun, was breaking down the debris of the delivery landers and putting them in storage at the newly built base and over time as stock piled up, I ended with basically a simple VAB on the Mun surface. It's also perfect for orbital station builds, giving for some really fun Spacewalk/build gameplay. it's also good for those inevitable moments where after painstakingly wrestling your new creation into kerbin orbit, you realise there's no solar panels........ again. Si -
I'm looking for the same myself. I found this last week but haven't tested it yet.
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Editing Science in Save game
SiWalder replied to SiWalder's topic in KSP1 Technical Support (PC, modded installs)
That's Amazing, I really appreciate your time. Thanks -
Editing Science in Save game
SiWalder posted a topic in KSP1 Technical Support (PC, modded installs)
Hiya I hope you're all well. I was wondering if anyone with a grasp on save game editing knows how to reset the collected science for a given Planet/Moon back to 0. Basically, having unlocked the tree I now want to go out and completely re-do a few of my favourite missions to refine the Craft/Route/agenda in order to maximise the science and fun. So I want to keep all the unlocked parts, but be able to start collecting science again from scratch. Anyone know if that's possible? Thanks -
Kerbal Space Program 1.8: “Moar Boosters!!!” Grand Discussion Thread
SiWalder replied to UomoCapra's topic in KSP1 Discussion
Hmmm, not sure. unless you made your crafts in 1.8.0 (while the aerodynamic bug present was) and now that the bug is gone they seem more sluggish... ? this is the closest I could find in the bug tracker for 1.8.1 https://bugs.kerbalspaceprogram.com/issues/24437 which describes some apparent changes with regards to control surfaces feeling less responsive but it's not something I'd noticed myself.- 274 replies
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Kerbal Space Program 1.8: “Moar Boosters!!!” Grand Discussion Thread
SiWalder replied to UomoCapra's topic in KSP1 Discussion
Hi Mate, which version are you running? not sure if this is useful info but,. 1.8.0 had a bug introduced relating to aerodynamic drag (which actually resulted in all my SSTO planes performing much better on the way to orbit) 1.8.1 had a fix to address the bug mentioned above.- 274 replies
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Kerbal Space Program 1.8: “Moar Boosters!!!” Grand Discussion Thread
SiWalder replied to UomoCapra's topic in KSP1 Discussion
Man the new Planet textures look awesome. Is the plan to give this treatment to all the planets/moons?- 274 replies
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Thanks for all the replies, really appreciate your thoughts. I think I'm going to try this during some housework procrastination this weekend. I'll let you know how I get on.
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oops my mistake. soz. thinking deeper about it, the orbit would have to be perfectly circular and probably not possible without "set orbit" however that won't let you get low enough for it to work. I'd delete this, but I'm not sure how. i'll have a poke around.
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I've been thinking about a KSP challenge for a while. Not sure if it's even possible, but, the challenge would be to get a craft into a very (very very) equitorial orbit with a perilisly low periapsis, almost skimming the surface, on an atmosphereless planet/moon. Then build a Surface base with a hole in it and potision it carefully so that the obiting craft "threads the needle" each orbit. better yet, have some kind of short elevated tunnel rather just than a hole. I think the POV view would be fairly spectacular, especially if you could get the tunnel fairly tight, combined with a high apoapsis for high speeds. ........ or is that impossible.... or just a rubbish idea,.... i'm good at them.
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Kerbal Space Program 1.8: “Moar Boosters!!!” Grand Discussion Thread
SiWalder replied to UomoCapra's topic in KSP1 Discussion
1.8.1 is available and appears to have fixed the issue completely with both the heating and the drag. For me at least.- 274 replies
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Kerbal Space Program 1.8: “Moar Boosters!!!” Grand Discussion Thread
SiWalder replied to UomoCapra's topic in KSP1 Discussion
Hi Mate, yeah Big S Delta wing, although multiple areas experience exaggerated heating the Big S wing to the right of the screen gets it most. Someone has kindly logged it, also KSP team have acknowledged they are looking at it. https://bugs.kerbalspaceprogram.com/issues/23966 - upvoting will help. In the meantime I've been playing all day with the temp workaround suggested in the notes from k-ohara5a5a which makes the game playable again. "As a temporary compensation, players can reduce 'Convection Factor' in alt-F12 settings or machConvectionFactor in physics.cfg from 7 down to 1."- 274 replies
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Kerbal Space Program 1.8: “Moar Boosters!!!” Grand Discussion Thread
SiWalder replied to UomoCapra's topic in KSP1 Discussion
Hi Mate - I can confirm the same behaviour is consistent in my game. I've just tested and the overheating occurs most whichever wing/components are on the right side of the screen. I also started a new game with 50% re-entry heating, hoping that would be a temp workaround however the behaviour was identical. I Also noticed a post about a bug where the 10m heatshield was considerably less effective which is actually logged on the bugs.kerbalspaceprogram page. I wonder if they are related.- 274 replies
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Kerbal Space Program 1.8: “Moar Boosters!!!” Grand Discussion Thread
SiWalder replied to UomoCapra's topic in KSP1 Discussion
Me too - - there's certainly a bug of some kind - - see my post on the previous page- 274 replies