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KSP2 Release Notes
Everything posted by Jas0n
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Is there? If it is my apologies, I don't remember every detail of mechjeb.
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Also, move the back set of gears forward so that they are closer to your center of mass (but not in front of it) so that your control surfaces have more leverage to lift the nose up.
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That wouldn't work, because the PAR only makes your craft parallel to the target, not aligned in terms of rotation.
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In BDarmory, you can set a craft to be controlled by AI.
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Need help with stock propeller
Jas0n replied to AeroGav's topic in KSP1 Gameplay Questions and Tutorials
You have never built either, have you? If you have, you would know that an infiniglider only takes about 2 minutes to make in the SPH, by simply spamming many control surfaces, while stock propellers actually take time and experimentation. -
That is not necessarily true. Parts mods will most likely work across versions, but do not expect any plugins to work. How 1.3.1 will impact mods can be found here:
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Not really, because in each player's game, each planet will be in different positions relative to the rest of the solar system.
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I saw a shiny dot on the edge of the crater I landed at and that how I found the monument to the moon landing. Also, has anyone thought of an explanation for the formation of the mun archs? because on earth such arches would form as the result of erosion... but thats not going to happen on the mun.
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- wierd objects
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I remember that during one of my first mun landings I landed right next to an easter egg purely by chance and I was totally stoked.
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What are some good mods that add launch towers?
Jas0n replied to Jhorriga's topic in KSP1 Mods Discussions
You have to remember the fact that the atmosphere was soup back then, so the standard design of large rockets was to go out horizontally instead of vertically. This of course meant that the launch tower was a big problem. -
Game crashes on startup
Jas0n replied to OscarZ's topic in KSP1 Technical Support (PC, unmodded installs)
Unless I am very much mistaken, you are running the 32 bit version, which doesn't have enough memory to run RO -
KSP Doesn't load up! (Help)
Jas0n replied to AndrzejAviation's topic in KSP1 Technical Support (PC, modded installs)
Please read these:- 4 replies
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- ksp
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I know that TT's omniwheel is a mod. I think it got revived a while back, but i dont know if its still around. I remember Bobcat from my pre 0.19 days. His mk series rovers, HOME mods and romfarer's laser system were must haves.
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That's the B9 procedural wings.
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Every planet's surface sample in 1 go.
Jas0n replied to NicholaiRen's topic in KSP1 Gameplay Questions and Tutorials
Surface sample, and all experiments can be saved in probe cores, command pods, and science container. If you have science in separate spots, you can transfer them using a Kerbal in EVA. For bodies with an atmosphere, parachutes is also a valid option. As for engines, I would recommend the Nuclear Engine because of its high Isp. -
There used to be a way with the old HL airships mod in combination with KAS to kind of drop an anchor from airships to have them count as landed. I don't know if it still works, or if it ever worked on Jool though.
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- heisenberg airship mod
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Welcome back!! On a side note @linuxgurugamer new profile pic?
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Beginner-problems with training
Jas0n replied to Klapaucius's topic in KSP1 Gameplay Questions and Tutorials
https://www.youtube.com/playlist?list=PLYu7z3I8tdEkUeJRCh083UT-Lq5ZIKI75 Here is a playlist of career mode tutorials by Scott Manley. But honestly you should start in sandbox mode and first try to fly the Kerbal x into orbit. And then try to build your own rockets. If you look around in this subforum, there is a number of great tutorials on how to play the game. -
Game Crashing Repeatedly
Jas0n replied to flashfire2205's topic in KSP1 Technical Support (PC, modded installs)
If you are using CKAN, for some mods it will put the 1.3 version of a mod on 1.2.2. -
Uncontrolled Destructive Staging
Jas0n replied to AlamoVampire's topic in KSP1 Technical Support (PC, modded installs)
I took it and did some testing. I'm pretty sure what's happening here is that Mechjeb thinks that the interstage fairing are the actual fairings, so during that coasting stage, it's waiting to get to the part of the atmosphere where it can drop fairings safely. You can probably get it to activate the stage immediately by setting the fairing deployment altitude to 40000km ish? or maybe that would activate that stage too early. I haven't tested that but it's an idea. And as a result of that it doesn't decouple the actual fairings because it think it already did. Which you already set up an action group to As for this, Mechjeb doesn't know that the srbs are for deorbit, it just sees them as extra engines for the craft. The way I solved that was by telling it to stop at stage 1.- 2 replies
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- please help
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Asteroid Belt
Jas0n replied to [insert_name_here]'s topic in KSP1 Suggestions & Development Discussion
What do you mean? I meant to address the fact that the asteroids wouldn't pose any danger to spacecraft because time warp. Edit: I'm sorry. @OHara clarified what you meant. Although I'm confused how the quote was even attributed to you because you've never typed it? -
Or you can provide a screenshot from the SPH. Most likely the problem can be solved by place the wing on the other side of the craft and mirror symmetry should place the counterpart right side up.
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- wing flip
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