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Everything posted by Candlelight
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Suspension help?
Candlelight replied to Candlelight's topic in KSP1 Gameplay Questions and Tutorials
Ahem... Just how? -
So, my question is pretty simple. I made a small truck with wheels.How do i adjust the wheel suspension? The wheels keep breaking even on even the smallest bumps at really low speeds, and it's really annoying. Plus, when i turn, the truck wants to flip over as easy as a pancake. Can someone help me with this?
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So i said this before and i'm sure someone has asked this at least once, that i installed the latest MechJeb (for 1.0.2) and i turned on Ascent Guidance.And suddenly my rocket flipped out of control and splashed into the ocean not even 20 km from the KSC.My question is, how do i make Ascent Guidance work with the new aerodynamics? BTW, i know it's not a bug or anything like that, i am just looking for a solution.
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The Excursion to Mt. Keverest [1.0.5+]
Candlelight replied to Candlelight's topic in KSP1 Challenges & Mission ideas
Well, i guess so.I haven't seen the plane yet, so i can't tell if it qualifies.So yeah, make an imgur album or a video for your entry and describe it a little and i will see.Just make sure you and your craft stick to the rules and everything will be fine. -
The Excursion to Mt. Keverest [1.0.5+]
Candlelight replied to Candlelight's topic in KSP1 Challenges & Mission ideas
Outstanding! Though i feel your pain, it's a buttload of pain climbing up the slopes.Love the Kerbal Tower BTW! You can now add the badge to your signatures.In case you don't know how, read the mini-tutorial at the bottom. Thanks for participating! -
This takes me back to 0.24.My first ever successeful manned mission since i began playing KSP.Before this, probes were my way to go.I was and still am a fan of E.V.E.It surprises me that even back then i still used E.V.E. NOTE: The following story is from memory, so i might change it here and there. OPERATION WHITESTONE This is the only screenshot i have of it left in my Pictures folder on my PC. Description: The rocket was a fairly simple 2m rocket.I tried my hand at the larger parts.The core was a Rockomax Jumbo-64 tank and a Rockomax-32 tank with a Mainsail Engine on. On the sides, it had 2 "Kickback" boosters as they are now called.On top of the capsule, as you can see from the picture, were 4 OX-STAT panels and a Mk16-XL parachute. As for staging, it was pretty simple: fire boosters, decouple, fire main engine, decouple, deploy parachute. I launched it into a 70-75 km orbit.I did 1 full orbit and i felt like i was one with the Kerbals.Next time i arrived at apoapsis, i wasted last bits of my fuel deorbiting and then ejecting the capsule.It was a very slow descent, took about 2-5 minutes or so.I landed in a plain grass field almost a bit less than a kilometer ASL and planted a flag and got all of them out of the capsule. That's all i remember.The reason why i only have this screenshot is because, wait for it.....................I didn't know how to take screenshots.But, after a trip to the Settings menu at the start, i found out about the Hide GUI key and Take Screenshot key.Turned out it was F2 and F1. What goes for the name, and you probably guessed it, the name was heavily referencing the Mercury Redstone operation, altough it looked nothing like it. Ain't it good to go back to the good old days, when aerodynanmics and physics were stupid, but simple and fun? Hope you enyojed this trip to nostalgialand. Cya!
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The Excursion to Mt. Keverest [1.0.5+]
Candlelight replied to Candlelight's topic in KSP1 Challenges & Mission ideas
Very nice MunGazer! This is one of the best so far . You can now add the badge if you'd like.I hope you had fun! -
Whoa, idea overload! Now i'm not sure which one to work on.
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Empty SPH and VAB
Candlelight replied to Candlelight's topic in KSP1 Technical Support (PC, unmodded installs)
Here it is: KSP.log -
I have a problem.The SPH and VAB are completely empty.There are no parts to select whatsoever, even if i filter them. Prior to starting the game i deleted two mods: TweakScale and IR, three if you include ModuleManager. I went into an old save and encountered this problem.Then i exited out into the main menu, deleted the save and created a new world. The parts are still missing.Why does this happen and how do i solve this? I'm running KSP 1.0.2 EDIT: BTW, the part icons(Command Pods, Structural, Engines and etc.)are broken.And the panel where i'm supposed to 'select' parts, is merged in a weird way with Subassemblies.
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Candlelight replied to sirkut's topic in KSP1 Mod Releases
I'm basically new to IR and all i can do is throw some parts together in no particular order and hope they work, altough i am confused. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Candlelight replied to sirkut's topic in KSP1 Mod Releases
Hi! Can anyone tell me how to build a bipedal mech/robot.I had that in my mind and i can't get it out. So, it would be awesome for you to tell me how! -
I tried to get as much stuff into orbit with this new FAR-like aerodynamic model.I basically got used to the old pre-1.0 aerodynamics.
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It's was not suppost to make sense.That was the point.
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The Excursion to Mt. Keverest [1.0.5+]
Candlelight replied to Candlelight's topic in KSP1 Challenges & Mission ideas
Congratulations, Torquimedes! A good story worth reading, and nice gallery and good pictures.Sorry i haven't put you on the leaderboard yet.I haven't been checking this thread in a while. You will be up in a minute. As for you, Bettris13, i need a video or photo proof of it.Look at Torquimedes for example . -
I have never used FAR, but i have used NEAR once. The thing is that i got used to the old stock aerodynamic model, now it's really hard for me to launch anything with this new FAR-like model. Can anyone give me some help, please? EDIT: Just wanted to say that using MechJeb makes it worse, my rockets flip out of control.
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moooooooooooooooooooooooooooooooooooooooooooooooore hyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyypeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee!!!!!!!!!
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Gooooooooooooooooooooooo!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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GO! GO! GO! It's 17:53 PM!
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Create a file with the name of your star and change it's extension to .cfg Then open your file with a basic text editor (Notepad or somethin'), then copy and paste this in: @Kopernicus { Body { name = Your star name flightGlobalsIndex = 4794 // delete this and type in any number but not too large.But if you will make a pack and release it, make sure this number does not conflict with other packs, make it unique. Template { name = Sun // leave this as it is } Properties { description = Description. //delete this and type in something about your star, this will appear in the Tracking Station info. geeASL = 1.746 // the star's gravity.Kerbol(The sun) is 1.746.If your star is larger than the in-game Sun, make it's gravity lower to be able to still fly in the Kerbol system. tidallyLocked = False // self-explanatory, assuming you know what tidal locking is... rotationPeriod = 115643 // the amount of time it takes your star to rotate once around it's axis.You must write it in seconds.1 day is 86400 seconds. initialRotation = 180 // don't know what this does, leave it timewarpAltitudeLimits = 0 8000 8000 25000 40000 80000 160000 250000 //time warp restrictions at certain altitudes, 1x, 5x, 10x, 50x, 100x, 1000x, 10000x, 100000x ScienceValues { } } Orbit { referenceBody = Sun // leave this as it is inclination = 0 // self-explanatory eccentricity = 0 // self-explanatory semiMajorAxis = 946052840000 // distance in meters from your the Sun to your star, note every real life light year is 10000x smaller in-game.This is 1 light year in-game longitudeOfAscendingNode = 0 // change this unless you know what you are doing, but i recommend you leave it at 0 argumentOfPeriapsis = 0 // change this unless you know what you are doing, but i recommend you leave it at 0 meanAnomalyAtEpoch = 0 // I don't really know what this does, i usually set it to 3.14, but the decision is up to you, but i think it's best you leave it at 0. epoch = 0 // don't know what this does, leave it. color = 0.910,0.761,0.278,0.525 // the orbit line color in-game, RGBA colors. } } } Now run the game and go to the tracking station.Zoom out until you see your star's orbit.Focus on it and open the Kittopia menu by pressing Ctrl+P. Select your star's name under 'Planet Selection'.Once you did, scroll down and click the 'Modify Starlight Data' button.Once you did, below click the button 'Add Starfix To:' Once you did, you will have 4 options: Flare Color, Light Color, Emit Color and Spot Color. Flare color determines the color of the light your star will emit.Light color is practically the same option as flare color, don't touch it. Emit color determines the color of the star itself.And spot color determines the color of the star's surface and the color of it's sunspots, however, the sunspots will remain black and unchangeable. If you click on every option, you will see 4 sliders on each option.Now here you can have fun.Moving these sliders changes the colors of you star, play around with all 3 options until you are satisfied.Once you are, click 'Save Data' in the kittopia menu. Anyways, glad you asked xfrankie! I hope this little tutorial helped you.
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I am a stegosaurus... iykwim