Deep12000
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kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Deep12000 replied to Angelo Kerman's topic in KSP1 Mod Releases
I do too but I agree with the dev; it does seem a bit cheaty. I was looking for a way to make the way I play my game a bit more believable. Autocircularize is good in a pinch though. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Deep12000 replied to Angelo Kerman's topic in KSP1 Mod Releases
About gravity braking... I'm a little confused as to how it works. Specifically, I don't know where relative to prograde I should be pointed towards when doing the slow warp. Also how long does the process usually take? -
So, I'm not 100% sure if RO and RP1 are the problem but I had NearFutureTechnologies, FarFutureTechnologies and ExtraplanetaryLaunchpads installed before I installed RO and RP1 and they worked fine so pretty sus. All parts from NearFutureSpacecraft (pods, gear, etc) are gone, all but one piece of FFT are gone. Same with EL; All but one. Installed Mods: (Most of them were just suggestions by other mods but I got overwhelmed and said what the hell to all of them) (Edit: Just realized that all Artemis Construction Kit parts are gone as well)
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What do you mean by Kcalbeloh is incompatible with RSS and Parallax together?
- 563 replies
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- totm april 2023
- kopernicus
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Understandable. Yeah the Command Centre Dome is just a black screen
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I understand there aren't a lot of parts that would make sense to be traversable in this mod but would you consider adding support for KSP-IE? It's got a few command pods (Although one of them is just black in IVA) a centrifuge and some docking ports.
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suggestion: Mk2 and Mk3 adaptors with fuel and oxidizer drained traversability
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So how would I make a gravity ring I can actually use with FreeIVA? I've seen Matt Lowne use a rotor with some Mk1 Crew Cabins connected to it as the arms and a bunch of Mk2 (or 1) cabins rotated as the ring itself. Obviously that isn't FreeIVA friendly.
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Could I get a list of all stock parts it's possible to IVA in?
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While we're here, I've heard from various people that the rendezvous method taught in the stock tutorial isn't the best way of doing it (I've heard Matt Lowne call it the "lazy way" and Scott Manley said it wasn't the most efficient nor the way real space agencies do it) so could I be provided with a resource to learn how to do it the more efficient way?
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So I was dumb and forgot to put a power supply on my space station core module. Now I am trying to fix that mistake and attach a pure battery module. I've lost track of how many failed attempts I've had. A big thing is that when I did the stock Docking Tutorial, I could rotate my craft at a decent rate without activating any of my thrusters. With mine that's not the case, so I'm wasting fuel and knocking myself off course just rotating. My theory is that my craft is disproportionately long to its diameter so I could either cut back on some of my batteries (probably don't need as much as I have anyway) or try to make the craft wider. There's probably also a more efficient design for a rocket than I have. This imur link contains all stages of the rocket and the module by itself (forums weren't letting me insert the images) https://imgur.com/a/8TnSrmT I'm just really tired and am not good enough at the game to figure this out on my own (only got 43 hours)