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Qumefox
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Everything posted by Qumefox
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struts apparently don't have a physical presence except for the structural effects they have on other objects. I've tried to use a web of struts to catch stuff before, and said objects went right through the 'web' like it wasn't even there.
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Took some digging to find this again, but this explains all the conic draw modes.. with pictures! http://kerbalspaceprogram.com/forum/showthread.php/11322-Different-Conic-drawing-modes?p=168844&viewfull=1#post168844
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He might simply be referring to the disjointed way KSP projects orbits by default. Which is just how it's displayed, not how spacecraft actually move. the patched conic display mode can be changed in the config file.. changing the mode to 3 will give 'true' orbits but it can be buggy at times, and is slightly harder to see exactly what inclinations your on when trying to do more precise orbit injections.. (for instance, it's easier to see being off 5 degrees when the line is extended well past either side of the body, than it is when it's looped close in around the body.
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KSP is a spaced based physics sandbox (currently) all kerbin cities would be is eye candy IMHO.. which is nice, but not required for me to enjoy the game. I'd personally rather see clouds implemented before cities.
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1) I believe cities/other structures on Kerbin are on the to-do list. 2) It's a game?
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Your altitude, navball orientation, and speed are all relative to the SoI your in. As far as orbit behaviour, that's how patched conics modelling works.. Only the one SoI is modelled at a time. At least I hope you don't expect a recreational space simulatior to have solve the N-body problem. heh.
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What launch bug? I haven't had much issues with KSP other than direct high warp to 1x transitions causing things to fall off spacecraft (which is worked around by going to 5x first then stepping to 1x) and the game randomly locking up on me.
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Fuel saving tip. Small craft like this don't really need RCS. They're plenty maneuverable with just the SAS/thrusters all capsules have, and in a craft this small, shaving off half a ton from eliminating the RCS tank and thrusters, can actually have a very noticeable affect on fuel usage throughout the entire mission.
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^^ This This thing I threw together here: http://kerbalspaceprogram.com/forum/showthread.php/23955-0-17-Quickie-Mk-I-%28Generic-medium-lift-capacity-launcher-orbiter%29 will get to orbit with 1000m/s worth of delta-v left in the bottom stage, and the top orbiter can manage over 8000m/s delta-v (KER's readout on it shows just under 7k m/s, but it's inaccurate because it doesn't account for the loss of mass from shedding the drop tanks) It's fairly no frills, but 9000m/s delta-v will get you to pretty much anywhere in the solar system, and back from most places.
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[Tutorial] Interplanetary guide!
Qumefox replied to IWantSumCrusha's topic in KSP1 Gameplay Questions and Tutorials
Odd, that's where I got it, though 2.3.3 might not have been out when I got it. -
How to make kerbal space program run faster?
Qumefox replied to Sonicboom's topic in KSP1 Gameplay Questions and Tutorials
The radeon xpress 200 Is almost as low end as it gets as far as video hardware. (it's better than old integrated intel graphics chipsets, but only barely) You can't really blame the devs for KSP performing badly using it. KSP actually doesn't really have that high of GPU requirements. if cards meet the shader requirements, they'll usually run the game adequately. Most of KSP's gruntwork is done the CPU instead with the physics calculations. -
Using protractor? I haven't had much of an issue, but remember you still have to adjust your inclination mid flight. Though, when i've done kerbin-eve transfers, my orbits have come nowhere near duna.. the transfer orbit doesn't even extend past kerbin orbit at the slightest.
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He's wanting the small outlying tanks drained first.
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Stop the plane after landing
Qumefox replied to Muffin's topic in KSP1 Gameplay Questions and Tutorials
Yes, hold down B to apply brakes, and as endless said, double tap B to engage (or disengage) the parking brakes when stopped. -
[Tutorial] Interplanetary guide!
Qumefox replied to IWantSumCrusha's topic in KSP1 Gameplay Questions and Tutorials
Which version of protractor is that? The version I use doesn't have the tabs. -
Yeah when they start modelling aerodynamics to even remotely model drag correctly, most people's designs at the moment will probably become unworkable, and we'll see rocket designs become more 'rocket like'.
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I thought 'kerbals' were what they ended up calling their failed home built rocketry attempts, (which usually exploded)
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Nice. I would have gone with 'explode' for the last two recursions though.
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This almost calls for an xzibit meme.
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If you're just arguing with me for the sake of arguing, then i'm done with this conversation. Which is what it looks like, and i'm certainly not going to start discussing pirates on a space simulator forum. The analogy was just that. An analogy. Things are getting added to the game as they get finished.. The magic boulder was finished, so it got added. The SSTV signal was finished, so it got added. And I personally hope they keep adding things to the game as things get finished, instead of sitting on them for months/years.
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Not sure that works for debris, but I never tried. Generally when I purge debris, I just turn the debris slider in the main settings down to 0 and restart, then set it back and restart again and get rid of it all in one go.
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My most spectacular failure yet.[Sorry, no pictures]
Qumefox replied to Fredonia's topic in KSP1 Discussion
ASAS isn't required to fly even large builds. I've gotten several things to mun and back 100% manually. (well I don't use mechjeb so everything I do is manual ). Even done a few manual engine stands on mun in ships designed purely as orbiters. The trick is to just NOT get carried away with the speed of your attitude adjustments. Kerbin (or the mun, whatever the target) will still be there, and generally launch windows are wide enough to give you some leeway on maneuver timing. -
IMHO, it's a pretty smart move to make sure the treasure is buried BEFORE giving people maps to it.
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He has.. on re-reading the thread, I found this that I missed the first time through. Fight now we're trying to figure out the image on a jigsaw puzzle with just one piece. We'll just have to wait until they give us more pieces before getting farther with this.
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Wrong.. in typical game development, Alpha is typically for content and infrastructure creation, Generally only major bugs are dealt with in alpha. Beta is usually when development shifts to primarily bug fixing. We actually have it a lot better here, and get faster bug fixes, than most 'alpha testers' see in games. Squad is trying something different from the norm. They're pretty much rolling both alpha AND beta stages into one.. Meaning we're getting content AND a significant number of bugfixes every patch. Squad deals with 'game breaking' bugs first, then works on the minor ones.. and NERVA's falling off is relatively minor, since it can be circumvented by never going from high warp directly to 1x. And at least for me, this workaround has worked just fine.. Since I quit jumping back and forth between warp modes directly, I have yet to have another part fall off a ship.