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KSP2 Release Notes
Everything posted by Tex_NL
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[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Tex_NL replied to Nils277's topic in KSP1 Mod Releases
WOOT! Downloading now. -
If you are not against using mods try KerbalJointReenforcement and you will not need to strut your payload anymore. Sadly no. People stopped complaining about it long ago. Not because they got used to it or like it this way (far from it to be honest) but because they realized complaining doesn't help.
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I do see a tiny flaw in that scenario. Batman has Kryptonite in his bones so whenever Superman gets close to him he looses his strength. Superman can not have tossed Batman into the sun because he doesn't have the strength for it.
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Your lander can did not 'started to spin and spin'. You made it spin. At 0:56 the bottom left clearly shows pitch input that corresponds exactly with what your can is doing. Nice job getting from Ike to Duna in EVA but I don't buy the spinning can.
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There can only be one clear winner: the box office.
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That's a safe assumption. Pictures and video's are very rare during experimentals. Any images at that time usually come directly from SQUAD. About a week before release the media group (a select few streamers and youtubers) get access and the first video's will show up. But it would not surprise me if even those people are limited in what the can and can not show.
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Module Maneger?
Tex_NL replied to Spacetraindriver's topic in KSP1 Technical Support (PC, modded installs)
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liquid fuel engines are broken
Tex_NL replied to buildmad22's topic in KSP1 Technical Support (PC, unmodded installs)
Why do people always assume the worst every time and start asking for output logs? It's probably just a simple fuel flow or intake air issue. Make sure you actually have fuel and air and that it can reach the engine. Right click the engine and check what it's deprived of. Screenshots would be helpful. -
Yesterday and today I've been doing multiple boring refuelling missions between my mining operation on Minmus and several ships and stations at Mun and Kerbin. Fortunately I got to do it with this beauty. (Mostly stock with some TweakScaling.)
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From the first time I saw this game it got my interest. And as long as it is not pay2play or pay2win I am definitely willing to give it a try. If I'm actually willing to spend any money on it totally depends on the game itself.
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Day/night in VAB/SPH
Tex_NL replied to KSP Bro AE's topic in KSP1 Suggestions & Development Discussion
It's been a while since this got suggested. Still, would be a great feature if/when it gets added to the stock game. Why haven't I seen this mod earlier? Downloaded and installed ASAP! -
MechJeb has never taken the altitude of the target automatically. You have to manually enter it.
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When was I talking about a negative altitude? I never did. Minmus has many locations that are several kilometres above 0. The highest peak goes all the way up to 5750m. If you're landed on a spot that's 4 km high and set the ascent guidance for 3 km your rocket will immediately flip and crash.
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Pretty sure I know what happened. You launched your rocket with the ascent guidance autopilot but forgot to check the altitude. The intended ascent guidance altitude was lower than your altitude before launch. As soon as you launched the ascent guidance assumed it had already finished the gravity turn and tried to circularize the orbit. Normally this would mean MechJeb points the rocket at the orbital prograde, warps to Ap and ignite the engine. Since you were already at your' highest point' it immediately flipped your rocket and ignited. I can't imagine any other behaviour that could cause the crash. MechJeb did exactly what you told it to do. You can not hold MechJeb responsible for wonky results when you give it the wrong info or target. PEBCAK and not a MechJeb error!
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Contract doesn't 'see' cupola
Tex_NL replied to Reinoud's topic in KSP1 Gameplay Questions and Tutorials
Before you take the [F12] way out there is another option you could try. Quicksave, shut KSP down, restart KSP and return to the contract craft. Good chance the contract will now complete without issue. The contract system is still buggy and is known to not recognize completed contract on the first attempt. -
That's probably because that one doesn't look hydrocephalic. Realistic looking planes usually fly better than non realistic.
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That tiny MM patch I mentioned earlier is exactly how the B9 infodrive works. But instead of adding an extra part to your craft it is by default included in all command pods.
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Yep, this thread is moving in a predictable direction. And I have an excellent solution to it. Most people have module manager and firespitter.dll installed through one mod or the other. If you have those all you need to do is create an small .cfg file (I called mine infordrive.cfg) with the following text: @PART[*]:HAS[@MODULE[ModuleCommand]] { MODULE { name = FSinfoPopup textHeading = Craft Information textBody1 = 1 - textBody2 = 2 - textBody3 = 3 - textBody4 = 4 - textBody5 = 5 - textBody6 = 6 - textBody7 = 7 - textBody8 = 8 - textBody9 = 9 - textBody10 = 0 - textBody11 = Press [ o ] to toggle this window. showAtFlightStart = false hideAfterCountdown = true showOnEachFlightStart = false countDownDuration = 30 toggleKey = o } } With this MM patch all command modules get one extra menu feature allowing you to add and edit 10 lines of text.
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If the contents were visible (possible even editable) during flight it would add a great feature but as it stands now that text field is completely useless!
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Your guns may be 'WAY better' but your download link is not. It's broken. 404 You might want to show some pictures. The vast majority on the forum follows a simple rule: no pics, no clicks!
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Wobbling Orbits
Tex_NL replied to Delta_8930's topic in KSP1 Technical Support (PC, modded installs)
As correct as this information may be it has NOTHING to do with what is happening in-game and does NOT answer the OP question! There actually is a way in which orbits can decay in the stock, unmodded game: phantom forces due to part clipping. -
Wobbling Orbits
Tex_NL replied to Delta_8930's topic in KSP1 Technical Support (PC, modded installs)
I wonder how many times I've already explained this behaviour here on the forum. No. orbits will not decay over time. Even an orbit that dips into an atmosphere will not decay as long as you will not switch to that craft. Only active craft in an atmosphere will decay. (With the exception for craft that go very deep into the atmosphere. Any unfocussed craft that gets below roughly 23km on Kerbin gets deleted. Other planets have different cut off altitudes.) Orbits wobble for two reasons. Floating point errors. It is simply not possible to calculate anything into finite detail. All craft rotate round their centre of mass (CoM) but obits are calculated from the root part. When the root and CoM are very close together the orbit will be steady but if the root and CoM are a significant distance apart any amount rotation will change the root parts velocity causing changes in the orbital path. There is very little you can do about it, this is just the way the game functions. All you can do is to design your craft better and make sure the CoM and root are as close together as possible. -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
Tex_NL replied to Nils277's topic in KSP1 Mod Development
You might have simply overlooked it. The K&K docking port and the flex tube look very similar. -
Setting the pressure too high can prevent your chutes from opening at all. If you happen to come down on a mountain range the surface pressure might not be enough to trigger your chutes.