Aardvark
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Everything posted by Aardvark
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totm oct 2023 Post Your Cinematics Here! (Cinematic Enthusiasts)
Aardvark replied to Halban's topic in KSP Fan Works
My Kerbal Space Program cover of David Bowie's "Space Oddity". Backing track by Karaoke Clips (miscredited as Medio Tono Abajo due to my non-existent Spanish) Stylophone by me Mxing and effects in Audacity Graphics in a heavily modified Kerbal Space Program Abreviated Credits: Words and Music -- David Bowie Performed by -- Ziggy Kerman and the Spiders from Duna Major Tom -- DavidJones Kerman -
I'm having a weird experience. The original four Kerbals suits always revert to the default after a flight. I can get them to wear the vintage suits if I change them in the Astronaut Complex, and the first one who flies will be wearing that suit, but if I remove focus from his/her flight (by going to the tracking station, for example), when I return the suit has gone back to the default.
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I'm having difficulties with some of the pre-built craft. In particular, the Saturn I (not the Ib) says that there is a missing "Bluedog.Centaur.RL10". Probably because there isn't such a part in the parts folder. Instead, there is the "Bluedog_CentaurD_RL10". Is this the part I should replace in the craft file? Thanks.
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Aardvark replied to Gameslinx's topic in KSP1 Mod Releases
Is there a way to temporarily turn off the mod? I find it wonderful everywhere but Kerbin, where I rarely spend any time other than in orbit. Given the problems with EVE's City Lights rendering, I would like to be able to turn it off while flying above Kerbin, and then turn it back on when approaching the Mun etc.- 3,126 replies
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[NO LONGER UNDER DEVELOPMENT] MPE Revived
Aardvark replied to Interplanet Janet's topic in KSP1 Mod Releases
Great!- 161 replies
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- minor planets
- planet pack
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(and 3 more)
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[NO LONGER UNDER DEVELOPMENT] MPE Revived
Aardvark replied to Interplanet Janet's topic in KSP1 Mod Releases
Is it compatible with existing saves?- 161 replies
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- minor planets
- planet pack
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(and 3 more)
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[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
Aardvark replied to JPLRepo's topic in KSP1 Mod Releases
I'm having a weird problem. I'm using the outer-planets mod, and one of them (Sarnus) starts out as discovered, even though I've set the difficulty on the mod to high. I edit the save file to make it undiscovered, before even entering the tracking station, and find that as soon as I enter the tracking station it shows up, and furthermore updates the persistent save file to show it as discovered. In the distant past, i had that oddity with Sarnus starting out discovered, but was able to fix it via a save file edit. -
Tsiolkovsky had something very similar in the '20s.
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I use quicksave and restore all the time when "biome farming" around Kerbal, Mun, or Minmus. When I'm performing EVAs, or Gravoli experiments. I could run without time acceleration, and take measurements each time I get to a new biome, but it gets very boring. Instead, what I do is quicksave every 10 degrees or so of orbit, and use x10 or even x50 time acceleration. If I see a new biome, and I don't have time to stop acceleration before I fly past (happens all the time on Mun with the Midland/Highland craters), I just F9 and replay those few degrees of orbiting without acceleration.
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Actually Matrix games is working on a remake of BARIS. They will be demoing it this weekend at Historicon, with guest Buzz Aldrin. It will be in beta fairly soon.
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What I've done, for Minimus at least, is mount two sets of landing legs on my lander -- one at the usual place, and then one just below the capsule. I extend the lower set for landing. If I tip over, I retract that set, then extend the upper set. This gives me about a 20 degree angle, which is enough to take off safely with.
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Inputing Landing Coordinates From Mapsat Into Mechjeb
Aardvark replied to Hiatsu2k8's topic in KSP1 Mods Discussions
You have to reverse the coordinates. (The second in the pair goes in the first MechJeb box).