boomerdog2000
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Everything posted by boomerdog2000
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Dramatic alarms
boomerdog2000 replied to kiwiak's topic in KSP1 Suggestions & Development Discussion
Altitude alarms could be cool especially for when doing sub orbital hops on smaller moons, Jeb almost had a collision with a mountain when searching for the Kraken on Bop, but about the 10% fuel alarm. 10% of what? The total fuel in the ship? The total fuel in the stage? If it were fuel in the ship most of our smaller craft would have the alarms going all the time due to the high amount of fuel on launch. If it's stage we're going to be hearing that alarm while launching, especially if you're launching an asparagus stage. -
Science leads to hints
boomerdog2000 replied to Dun Kirk's topic in KSP1 Suggestions & Development Discussion
There was a suggesting from someone else asking if ksp would have cut-scenes like in the version trailers, and it was brought up that maybe they could do something like this when you unlock new important parts. But of course all in due time, we did just get this a few weeks ago. -
Go to Jool. You'll end up with quite a few orbit lines. The Laythe -> Vall -> Tylo intercepts can be very interesting.
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I believe he's talking about the bug where the camera focuses on an imaginary center of mass while the ship continues flying so he loses sight of it.
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No you just need to change the settings.cfg file. Find these lines, CONIC_PATCH_DRAW_MODE = 0 CONIC_PATCH_LIMIT = 6 and change whatever numbers you have to these ones. I believe you can change the patch limit to 8 but I like 6.
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I've had this happen multiple times when test building my base around KSC and others have had the same problem. It's the way the game loads the craft, the planet, and the atmosphere. Since your ship which is landed on the ground, is still technically moving (with the surface of the planet) it is subjected to acceleration while in atmosphere with the panels extended, which rips the panels off right when the ship loads.
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Which part? The ripping off, or the unloading then reloading, then ripping off?
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For future reference having extended solar panels on a planet with atmosphere will work as long as you do not leave the craft. As soon as you unload and reload the craft the physics rip the solar panels off.
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How to launch from a moving plane?
boomerdog2000 replied to Mmmmyum's topic in KSP1 Gameplay Questions and Tutorials
It's the Sabre engine. -
I usually go with whatever random Greek god or star pops into my head at the time. Although my most recent Jool mission all followed the idea of long journeys, Odyssey, Intrepid, Voyager, and their back up sister-ship Endeavor which was diverted to an Eve mission once the Jool ejection was determined to be successful.
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If you go into the settings.cfg you can increase the number of orbits that the game will predict. Also (my personal favorite) you can change the orbit type to 0 making it so it shows you your predicted orbit around the destination planet. Instead of those weird half of each orbits that it does by default.
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The OP is aware. He states that in the first sentence. He 's asking (I believe) to filter out ships that are not the target or the current ship. So if you are flying a ship marked capsule, trying to dock with another ship marked capsule, with other ships marked capsules around, it hides all the ships marked as capsule, including your active ship and the target which he (presumably) is what he was trying to see.
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Magnets/Electromagnets.
boomerdog2000 replied to _Aramchek_'s topic in KSP1 Suggestions & Development Discussion
... so you want weapons? -
Something Very Interesting Just Happened
boomerdog2000 replied to zxczxczbfg's topic in KSP1 Discussion
It helps if he lands on his head. It is apparently the most durable and rubberized portion of a kerbal. -
Fuel lines/struts disappeared in VAB
boomerdog2000 replied to pluto101's topic in KSP1 Gameplay Questions and Tutorials
Did you by chance use control z to undo a step? I've had this problem with both sub-assemblies and control z I believe. -
Any idea why this craft wouldn't be generating any antimatter at all? I understand that anitmatter flux is quite low by definition but I've got 4 collectors, and a science lab that should be generating something. In the resources on the right it shows the static 0 of a resource not changing compared to the 0.00 when your are generating something but it's very small. General design shameless stolen from Skoot because it looks awesome.