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Everything posted by Tex_NL
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Help with Tweakscale
Tex_NL replied to Calster804's topic in KSP1 Technical Support (PC, modded installs)
While what @0111narwhalz stated is not incorrect it IS incredibly short-sighted. Log are indeed useful but gamedata screenshots also provide a great deal of information. In this case probably more than enough. First and foremost you have TWO tweakscale folders. One called TweakScale and one TweakScale-v2.3.4. You should only have ONE, and that one is TweakScale-v2.3.6. You've installed an incompatible version AND you've installed it wrong.- 13 replies
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Have you tried it yourself yet? No? Why not do that first and you'll have your answer. If it doesn't work simply remove the mod. Nothing gained, nothing lost. As @Loren Pechtel said: 'interesting idea', but not exactly a new one. This got suggested very soon after the crew skills where introduced. Sadly this is still not an option. I have to disagree. A 3 star pilot has full control. All you need to do for 3 stars is: Kerbin orbit. A flag on either Minmus or Mun. A fly-by of Minmus or Mun (depending of where you did NOT plant a flag). Solar orbit. (Just pop out an in of Kerbins SOI).
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Legit books? Ilegit books? It doesn't really matter. Don't buy them, they are not worth it. Books can only teach you the basics. And since the game is still under development even those basics are still in flux. Things or techniques that are common practice now may be obsolete and outdated after the next update. Only the forum (plus reddit and the (in)famous YouTubers) can keep up with all the updates and changes. Get your info straight from the source. Don't let yourself get bogged down by books that are most likely already outdated.
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Too bad it's outdated.
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I think this comes close to what you're looking for:
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Help pls, how can i prevent this?
Tex_NL replied to Serenity's topic in KSP1 Gameplay Questions and Tutorials
That explains A LOT ! ! ! @bewing is spot on; overstrutting can most definitely summon the Kraken. Open the [Alt]+[F12] debug menu to visualize the autostruts. It's under the physics tab. -
Help pls, how can i prevent this?
Tex_NL replied to Serenity's topic in KSP1 Gameplay Questions and Tutorials
Landing legs and wheels are always autostrutted to the heaviest part. This can not be turned off, controlled or changed. It just happens. It looks like your landing legs are on the far extremities of your structure. This means the autostruts are also very long. Long autostruts are Kraken bait. As soon as you undock a heavy section it is very likely your structure wobbles a bit while the autostruts are relocated. When the autostruts connect while your structure is under tension it can, and probably will, induce phantom forces that can shake everything to pieces. After undocking give your undocked craft a small push in reverse and switch to a distant craft or KSC. Then return to your station. During the reload the autostruts will connect without tension and most likely your station will stay stable. -
Looks like something is broken. I too get a 500 Internal Error on https://spacedock.info/kerbal-space-program But I'm not worried. The site is actively maintained so I'm confident it will get fixed soon.
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Is there a mod to construct/modify vessels in space?
Tex_NL replied to felcas's topic in KSP1 Mods Discussions
OK, that's true. And it made me think of another option: HyperEdit. HyperEdit the revised craft into orbit with the rendezvous feature to put into nearly the orignal place. Then HyperEdit the original to land and recover at KSC. -
Is there a mod to construct/modify vessels in space?
Tex_NL replied to felcas's topic in KSP1 Mods Discussions
What do you mean 'it may not be in flight'? KAS (dis)assembly IS in flight! In fact it's on EVA. -
Is there a mod to construct/modify vessels in space?
Tex_NL replied to felcas's topic in KSP1 Mods Discussions
Take a look at Kerbal Inventory System and Kerbal Attachment System. You might also be interested in ExtraPlanetary Launchpads. -
A retractable radiator draws heat away from your entire ship no matter where the radiator is placed or the heat is produced. A fixed radiator draws heat away from the part it is attached to and the parts attached to that. But ONLY if you activate it! By default all radiators are switched off. Retractables are switched on when they are unfolded. Statics must be activated manually. Edit: Ninja'd by @bewing
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Just like almost anybody here I have to agree it's part of life. I can understand some people feel uncomfortable dissecting an animal. But if you can't handle a small dead critter you're in for a shock. Eventually life will deal you something far worse. Personally I found dissections fascinating. We didn't have rats or frogs, instead we dissected pig hearts and cow eyes. And yes, I am a true carnivore. As long as an animal is raised and slaughtered humanly I have absolutely no issues eating meat. I live in a relatively rural area and every spring the fields are overflowing with newborn lamb. People often call me an insensitive prick when I call those woolly critters fresh lamb-chops. But that's what they're raised for: wool and meat. I love to see them in the fields just as much as seeing them on my plate. Edit: And now that I think of it. If you REALLY have issues with it (moral, ethical, religious, whatever) talk to your teacher/councillor about it. Don't just tell him/her you don't want to do it but explain why and ask for an alternative. I seriously doubt you'll be the first. And if a teacher truly cares for his/her students he/she will be open for discussion.
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If you mean the side mounted liquid boosters KW Rocketry might be useful to you.
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If a contract asks for a number of Kerbals on a station it usually only asks for the space to house them. They do not actually have to be there, only the seats count. If a contract requires a Kerbal to actually be present then it will specify the type; pilot, scientist or engineer.
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I think you should search the forum before making suggestions. This is such an old and common idea I am not even going to bother giving an honest reply.
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Autostruts can work but they are no guarantee. Don't go overboard using Autostruts as in certain cases they can induce oscillations that can rip a craft/ship/station to pieces. If you're not against using mods there's always Kerbal Attachment System. Among many other things KAS allows you to have a Kerbal attach struts on EVA.
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How do I disable the Developer Console console?
Tex_NL replied to Kellso's topic in KSP1 Suggestions & Development Discussion
There is always the option to approach your 'problem' from a different angle: Mod your game to a level that it DOES do what you want it to do. Or DOESN'T do what you do not want it to do. If the game behaves like you want it to you might be less inclined to use the F12 menu. And as a result you'll get more confident and experienced so eventually you don't need to 'cheat' any more. -
Rover won't go south.
Tex_NL replied to Alshain's topic in KSP1 Technical Support (PC, unmodded installs)
Don't know how your compass is different from mine but it goes south pretty well. It looks like it doesn't want to go EAST. In fact, when you try to go east it turns south instead. -
Start, stop and toggle are indeed still visible in the action group listing. Deploy and retract are not. Obviously you can still deploy/retract the drill by right-clicking but sadly no longer through action groups. I just checked with AGM, the deploy and retract commands are still listed and can be assigned to action groups. But trying to use said action group does not have any effect. Looks like Squad managed yet again to introduce as many bugs as they tried to fix.
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You can also google the term Aldrin Cycler.
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And that's just the first example I found. Dozens more examples are easily found on the forum.