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KSP2 Release Notes
Everything posted by Sigma117
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KIDI- Kerbal Interplanetary Defence Initiative
Sigma117 replied to sodopro's topic in KSP1 The Spacecraft Exchange
Always take screenshots on the bright side of a planet, most of those pics are too dark to see anything. -
Updated the OP with a video of the Mk2 (Imgur has more images too). Figured it's better to edit than repost.
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KIDI- Kerbal Interplanetary Defence Initiative
Sigma117 replied to sodopro's topic in KSP1 The Spacecraft Exchange
What's in the front? If it's empty you could potentially have an SRB missile loaded in there. -
Been playing around with VTOL's as of late, found that single engines don't give quite enough lift so I moved onto a dual engine design and this is the result. .Edit: Added a Mk2 version to the Imgur album. Lifted the wings, added a bay for the landing gear, and added two missiles
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My KSP Settings Keep Getting Reset
Sigma117 replied to Inteous's topic in KSP1 Technical Support (PC, unmodded installs)
I'm getting the same problem when using my joystick, the only way I've found to 'fix' it is to either change settings every launch or just not use the flight stick. Kinda sucks but hopefully Squad fix it in the next patch. -
Hope it gets done soon, resources are really making me miss being able to place pipes.
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KSP settings are resetting to default when I relaunch KSP. I posted a thread saying this earlier today but incorrectly thought it was fixed (I relaunched KSP and settings had been saved) but it appears to have happened again. I'm using the steam version of KSP and think it might have something to do with assigning axis inputs with a joystick (this reddit post suggests the same thing: http://www.reddit.com/r/KerbalSpaceProgram/comments/342w0j/10_bug_settings_reverting_each_time_the_game_loads/cqrbhga ).
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When I change user settings (graphics options, input options etc) and close the game they will be reset when I relaunch KSP. The saving of the settings works as I've looked at the settings.cfg in the KSP install folder but it's reset to default when KSP opens. I'm playing on the steam version of KSP if that helps. Edit: Removing the settings.cfg and then verifying the game seems to have fixed it
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I've made a shuttle that can fly in atmo and reach orbit but the large wing strakes just don't survive the return trip which buggers the shuttles lift, making it nosedive. Any ideas on how to stop the strakes burning up or should I try using other parts that'll give a higher temp resist?
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I tried activating a radial decoupler with all the needs met with the action key (I assigned it to 1), but didn't complete the contract. Not sure if this is intended since it does say you need to stage a part, but the ability to do so via hotkey would be helpful.
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My guess is that they've deliberately left it rough to work on more important features for now. Have a loose framework in for later updates.
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If Squad haven't thought of this, they need informing. I love the idea of having that kind of mission, though it will undoubtedly become easy once you have a few reliable launchers. The biggest downside to it would be a potential limit to the amount of supplied payloads.
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I think everyone is getting worked up over nothing. OP said build a satellite network, not the satellites themselves...
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They'd get further than 2.5km away while you get into orbit though. Unless the game doesn't count 55km as in atmos.
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Since the FAQ states you can't get money back from things that have fallen past 2.5km, I want to know if something else would be a feasible idea. Would the game be able to recognise that a part of X mass needs Y chute(s) to land safely, and then automatically give some funds (Maybe not the full amount you'd get for following it since landing issues can happen with any amount of chutes) based on the parts 'saved' without having to follow them down?
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I've been a bit lax on keeping up with the news since a bit before the ARM update. For some reason the idea of it never quite grabbed me, so anyone care to fill me in on any news? (What's in 0.25, if that has been announced, fancy stuff I might not know about 0.24 even and so on)
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It'd be nice to have that be bindable. My shuttle only really needs tweaking on the centre booster. About 60% on separation down to about 30-40% as it empties.
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You can vary engine throttle now, just right click on an engine.
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That's my first (and so far only) attempt at building one. I used clipping to put a fuel tank in the (empty) plane fuselage. Hopefully tweakables improve so we can have liquid/oxidiser in any fuselage. Edit: Also, it's worth looking at Ej_Sa on twitch, that man makes amazing shuttles. He makes the best looking stock things.
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That would happen, along with real time building. Kerbals meet the human race.
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.24 reusing ships?
Sigma117 replied to Sigma117's topic in KSP1 Suggestions & Development Discussion
That and/or try flying with a broken ship if you lost something unessential like a landing light. -
.24 reusing ships?
Sigma117 replied to Sigma117's topic in KSP1 Suggestions & Development Discussion
What I mean is that if you launch on a rocket, and reuse the payload, it'll be useless without the rocket for the initial stage. -
.24 reusing ships?
Sigma117 replied to Sigma117's topic in KSP1 Suggestions & Development Discussion
That's probably the simplest solution, either recover or scrap the part. The issue there is if you launch something off a rocket, reusing wouldn't give you the launcher back.