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KSP2 Release Notes
Everything posted by LeadMagnet
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Climbing over a ledge
LeadMagnet replied to UH60guy's topic in KSP1 Gameplay Questions and Tutorials
your ladders need to overlap alot more than they are in the image. I'd move the top ladder down so at least 2 or 3 rungs overlap the middle ladder, then use the Pegasus I Mobility Enhancers (the 3 rung thingys) to cover the gap at the top These do not need to overlap, just make them equally spaced. -
Screenshot Numbers.
LeadMagnet replied to Space Ace's topic in KSP1 Suggestions & Development Discussion
Now you're getting into the realms of "advanced computer usage"!! That would work, but most users I have seen would have difficulty changing the file browser from Tile to Detail mode to get that information to display. Having the date stamp inside the file name would make things easier. A nice to have feature I'd say. -
How do I post a Screenshot?
LeadMagnet replied to LtHeckard's topic in KSP1 Gameplay Questions and Tutorials
Screenshots will be saved in a folder called "Screenshots" that is located in your root folder of KSP, which is probably inside the Steam folder. Not 100% sure as I have the Squad direct download version. -
How to build a rover?
LeadMagnet replied to Leberschnitzel's topic in KSP1 Gameplay Questions and Tutorials
You should be able to attach rover wheels to any surface of the Probodobodyne RoveMate part. With the RoveMax Model 1 and 2 and the TR-2L Ruggedized Vehicular Wheel, you can get 6 (3 on each side) without issue (some clipping with the larger wheels). The RoveMax Model 3 is a tad big for this part so you'll need some beams or girders to get more than 2 attached. Try building your rovers in the SPH and save. Use the SubAssembly loader (included in version 0.22, I think) mod to include in your VAB builds. -
Loading/Combining multiple vehicles in VAB
LeadMagnet replied to Astrotropie's topic in KSP1 Gameplay Questions and Tutorials
or...you could try using the Force! "Jeb - The abort button is missing..." "Bill - Ahhhhh....the abort button is missing, what are we gonna do!?" "Jeb - The courage your looking for is outside the capsule..." "Bill - Screw this...I'm outta here {Bill exists capsule at 15Km, first stage burn}" "Jeb - that was easy!!!!" -
wow! Nice first attempt! Downloading to try out!
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The MachingBird Challenge!
LeadMagnet replied to TheHengeProphet's topic in KSP1 Challenges & Mission ideas
I disagree. It does very much imply that. The whole point of the challenge is "Highest Speed Over Land". If you're leaving the planet, your not doing the challenge. IMHO...this is uber-cheaty, not in the spirit of the challenge. However, the OP does have uber-cheaty categories. I would say this attempt is no good, but try again for #1 cheat slot Just my opinion, and you know what they say about those! -
mk-1 parachute
LeadMagnet replied to YoshiFan501's topic in KSP1 Suggestions & Development Discussion
Parachutes (drag chutes) rarely match the machine attached. The Space Shuttle has a red on white chute. B-52 has a red on yellow or black on beige (depending on the model) I'm surprise someone hasn't made a mod that changes the chute textures to "Red Bull" or "Hot Pink" or the James Bond "Union Jack" or even a "Smiley Face", etc, etc. I just ruined someones (a modder) weekend! -
Loading all parts at startup
LeadMagnet replied to dlrk's topic in KSP1 Suggestions & Development Discussion
I've never understood why ALL parts are load at start-up. Wouldn't it be better to only load parts listed in the persists file of your saved game, loading at that point? Having a "reload" screen between the VAB and SPH to refresh or load parts that aren't? I dunno...my knowledge of Unity memory management is nonexistent, but there has to be a better way. -
Landing gear for landing on slopes
LeadMagnet replied to Kasuha's topic in KSP1 Suggestions & Development Discussion
An interesting idea, but this doesn't exist IRL. The reason being at take off/landing the angle of attack would more than likely cancel out lift. There are some larger cargo aircraft (IE: C5 Galaxy, Antonov 225, etc) that have a leveling system, but this is level the aircraft due to cargo weight. As for "long ship" landing on a slope, try a perpendicular approach. -
Boat Building Station
LeadMagnet replied to klarish's topic in KSP1 Suggestions & Development Discussion
yup...stating the obvious! Love it. How about a new game, Kerbal Naval Acadamy!? Jeb can go to space, Bubba can play with his dingy! There are mods for this kinda stuff, but really!? Love the water probe idea Skyrinner27! -
Kerbonaut Hall of Fame
LeadMagnet replied to TheSandDuna's topic in KSP1 Suggestions & Development Discussion
That wouldn't really add anything to the game. The devs are still working on the astronaut complex, so maybe something similar will be add to that (where it should be IMHO) as well as other goodies for career mode. -
Have you done a default install? Does the folder have proper permissions on it for software to access data? Have you tried turning off virus scanners, sync agents (DropBox, G Drive, etc) or backup agents?
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>Y . . . . Command accepted. exec Chuck_Norris.BAT . Kraken.exe successfully beaten to death... Saving Jeb.exe... Jeb.exe dies due to sector fault... Chuck_Norris.BAT>complete . . Do you want to format a floppy disk? (Y/N/A what?)
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GRANTED - However the sound coming from another orifice is not very pirate like! I wish the USS Enterprise was a model available from Mazda!
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Pixel Latin Letters?
LeadMagnet replied to ReptilianGameplays's topic in KSP1 Suggestions & Development Discussion
You are quite right sir! I write software for English, Italian and Chinese customers and know exactly the head-ache this can cause. Especially with Cyrillic and Chinese character sets. The first mod I mention uses graphics to display characters, so no interfering with KSP's normal operation. You could use anything with this one, even Klingon! -
When to start Gravity Turns
LeadMagnet replied to 3_bit's topic in KSP1 Gameplay Questions and Tutorials
Fully agree with you. I did read the OP, which is why I found the argument interesting. Being relativist is never a bad thing. If I can save 50% more fuel than you, doing it my way, because I can't get your way to work, then why not? My point is, there are so many variables, ya just gotta go with your gut sometimes. I re watched Scotts clip on gravity turns and thought calling the "un-named posters" morons was a bit harsh. That was their way, and it worked. Scotts way is (admittedly) spot on, but only for that one rocket design. But did he save 100's of units? Nope. By all means, listen to the forum, but test it yourself. I just re-watched a video of a guy doing a 150m/90 degree gravity turn from Minmus!! (I am so trying that!) Can you say "thread the needle!". And your right again, in Career Mode, you will most certainly want the most efficient burn, for a given design, tested in Sandbox, implemented in Career. It only makes sense. On a side note, I didn't see anyone ask if his accent turns towards 90. So if it's towards 180, how does this change peoples thinking? Kinda defeats the term "gravity turn", but who says you have to go East anyway!? Any-hoozzle...M2CW -
Installing And Uploading persistances
LeadMagnet replied to 1D-1()T's topic in KSP1 Gameplay Questions and Tutorials
Assuming you're using the downloaded version (I don't know if this will work with a Steam install, but I think so), do the following: -Start the game and click "Start New" and type in "KRAK" for the name (select sandbox mode) -When you get to the space center, click the exit button, then quit the game. -Open Windows Explorer (assuming your on Windows) and go to your KSP install folder. -Open the KSP_win/saves folder and you will see a "KRAK" folder, go in there -You will see the persistent.sfs file. RENAME it (just in case you F something up, NEVER DELETE) to persistent.sfs.OLD1 -Now copy in the persistent.sfs file you posted on GDocs. When you done, make a copy of it, renaming the copy persistent.sfs.START (this way, if you F something up, you have the original file already in place, make a copy and rename the copy persistent.sfs) -Start the game an do you worst! When you're done, go back in to that folder: -Copy the persistent.sfs file and RENAME it to persistent.sfs.FINISHED -Upload the persistent.sfs to where-ever you need to. Always remember, always make a copy, always rename the copy to something you will know what it is just by reading the file name, never delete the original, and always, always have fun! -
When to start Gravity Turns
LeadMagnet replied to 3_bit's topic in KSP1 Gameplay Questions and Tutorials
Everyone has some pretty interesting idea's. With "evidence" and "proof" of what you should and should not be doing. If the point of playing KSP for you is trying to save fuel, all these suggestions will get you in the ball park. Just remember, it's a game. Try playing "in-effeciently"! Waste that fuel!! If going straight up to 70Km then hanging a right works, great! If you want to "fly the nav ball", super! Whatever works, works, and what don't, don't. I'm a "what do I feel like today" kinda player. 6K, 10K, 15K and sometimes....25K!!! Just to see what happens! For the moment, fuel is free, so I'm burning all I can pack in!! -
Pixel Latin Letters?
LeadMagnet replied to ReptilianGameplays's topic in KSP1 Suggestions & Development Discussion
You might try the Decal Letters and Numbers Mod http://forum.kerbalspaceprogram.com/showthread.php/49658-Decal-Letters-and-Numbers He gives instructions on how to change the lettering to suit your needs. You can also try the Flag Decals and Flagpole Mod http://forum.kerbalspaceprogram.com/showthread.php/46856-0-21-1-Flag-Decals-and-Flagpole-New-File-Structure?highlight=flag+decal Uses images, but may better suit what you need. -
Aircraft Emergency Parachute.
LeadMagnet replied to PwnedDuck's topic in KSP1 Suggestions & Development Discussion
yup....my +1. Drag chutes would be very cool! -
WOW! Simple and elegant! Excellent work bubba!
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ABS (Anti-lock Breaking System) for wheels.
LeadMagnet replied to Sirine's topic in KSP1 Suggestions & Development Discussion
You're all wrong. The problem is that Squad built all wheels with drum brakes when they should have used disks! Seriously (I couldn't help myself) SuperWeegee4000 is bang on. Ya just gotta be a little less heavy handed on the brake key. Adding ABS to the game would not solve anything and as Temstar points out, would cause other problems elsewhere in KSP. -
Configureable hack gravity
LeadMagnet replied to WhiteWeasel's topic in KSP1 Suggestions & Development Discussion
Hmmmmmm....gravity... Yup, would be nice for derping around. Wasn't there a mod that would do this?