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Dizzle

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Everything posted by Dizzle

  1. Not sure if this is the right forum, but as far as I can tell it's the closest thing. How do I edit a save file to give kerbals more experience? I just put two of them in orbit, but they didn't gain anything for some reason. I can't be asked to try again and want to resolve this by save editing.
  2. I heard Porkjet was working on new landing gear.
  3. I use it when I've met the parameters of a contract but it doesn't end.
  4. I've posted this before, but I agree with OP. The new buildings are really generic, and all the barn really needed was some texture work.
  5. I don't think the thread is about going straight up, but about launching so that by the time you reach space, you're already where you need to be to make your injection burn, so you never have to wait or stop your engines.
  6. I usually wait for a direct insertion window, but sometimes I overestimate my craft and see the Mun coming over the horizon at only 1km/s.
  7. There was no crash log, as it didn't really crash, just freeze requiring a task manager closing. The only real additional info involved is that it the craft in question is a probe using the Stayputnik core, and that it hits at a steep trajectory. The freeze doesn't seem to happen on the rare occasion when the core survives the first impact.
  8. Not worth a screenshot, but in my .25 career save the first Duna lander is in a solar orbit. It had only just enough fuel to get somewhat close to Kerbin during the return trip, where I had a craft rendezvous with it and rescue the crew. The lander itself is still out there, and it never fails to creep me out that years later, that KER tape is still spinning.
  9. I was attempting to crash an impactor into the Mun's surface for science (Interstellar mod), and when it hit the surface (780 m/s) the game froze. I uninstalled all mods to try and isolate the cause, but the freeze still occurs on impact. I feel like I've encountered this before, but until now I never had much reason to crash. Is this a known thing?
  10. That's pretty cool. Actually, watching Interstellar I couldn't help but be reminded of the SP+ parts. Were you able to return it to the surface safely? P.S. You should totally attach that thing to a station and send it to Laythe.
  11. 143 hours on steam, but I only moved to Steam in .23.5. I've been playing since .14, and I hate that I'll never know what the real number is.
  12. Yeah, I do think the textures could use some work. The junkyard/trailerpark IMO is a perfect start, but the textures look more cartoony than the rest of the game. I think this is partly where the problem lies. While this has clearly been Squad's vision since the beginning, the game itself has been pretty much devoid of personality, with almost everything being some kind of weird shared headcanon. Now that Squad is adding the polish, it's conflicting with the game's "image" that was pretty much entirely made up by the fanbase.
  13. Agreed. The buildings are reasonable, since the KSC starting as just a fer kerbals' pet project really fits the theme, but I can't imagine launching a manned mission from this place.
  14. I don't really see the problem. I like to think of it as Kerbal-kind not really taking Jeb's space ideas seriously. As the agency has more and more success, the Kerbals get behind it more and more, and we end up with the KSC we all know and love. I just think that maybe EVA suits should be an unlockable thing. I've always thought it was weird that the very first orbital flight can also include a spacewalk, and these humble beginnings would only make it stand out more.
  15. I've been thinking that it could have a story in the same way the XCOM - Enemy Unknown has one. It could be structured a certain way, even including cutscenes, but in such a way that events in the story unfold as you do certain things, so that it still makes sense.
  16. When it comes to space tourism, at the very least there could be VIP transport missions. Like, "VIP wants to visit [Existing Space Station], bring them there, let them stay for [X amount of time], then bring them back." Massive reputation penalties if something happens to them.
  17. Update: Deleting the trajectories mod resolved the issue. That's where the problem was, but I may not close this yet. I'd like to try to resolve the apparent compatibility issue. Mods, should this thread stay open, or would it be better to ask on the Trajectories release thread? Edit: ...and the issue is back. Now I have no idea what's going on.
  18. I deployed the drogue chutes on a Duna lander at too high of a speed and tore them off, forcing me to land under power. Because of this, I had much less fuel than I was expecting for the return trip. I ended up running out during my escape burn. At first I thought the crew was screwed, but I saw that they actually wouldn't end up too far from Kerbin's SOI. Ended up sending an empty pod up and retrieving them like an asteroid rendezvous.
  19. Was hoping someone would know how to solve this, or at least what mod it's associated with. This happened after I installed RemoteTech, Trajectories, and Procedural Parts, but I'm not sure if any of them are the whole cause, or just interacting with the Visual Enhancements mod. I do not have Better Atmospheres installed. Normally I'd start uninstalling mods one by one, but this seems like something someone would have seen before, and if that's the case it'll save me some time. Edit: When viewing the ground from the in-game view, the ground on the night side seems to be covered with city lights, only stopping at the water and certain elevations that go above them. It's definitely something to do with the Visual Enhancements mod, but I have no idea why it started now or what the 3 mentioned mods have to do with it.
  20. My very first post after trying the old demo. "VERY interesting, but it's going to take me a while to get the hang of it. Test 1: Failed to launch. Test 2: Went straight upward for 3 seconds, then immediately flipped over and killed everyone. Test 3: Wriggled through the air a bit, then had to eject engine and deploy chute to avoid flipping over and killing everyone. This game is fun. Edit: Test 4 had a shaky start, failed to release engine, deployed chute, but still flipped over and killed everyone. "
  21. Pod snapped off on the Mun's surface? Build a claw made of landing legs and attach it to the bottom of a craft to pluck them right up.
  22. I had something similar happen. For some reason they're colliding with buildings.
  23. Yeah, can't wait for Mk. 3 parts especially. The Mk.2 planes are great for crew transfer and small cargo loads, but I'd love to send up station parts in a re-useable vehicle. Or transport a TON of kerbals.
  24. By what criteria do you compare mud pics, exactly?
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