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Everything posted by Specialist290
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How to decouple LES in flight?
Specialist290 replied to HeadHunter67's topic in KSP1 Gameplay Questions and Tutorials
Another trick I've used before is to mount an upside-down decoupler (i.e. arrow pointing down) to the base of the LES, then set up your staging so that the decoupler and the LES activate at the same time. You don't have to even set up a custom action group to get that working properly, and the decoupler gets dealt with along with the LES, since it decouples at the bottom. -
Greetings, fellow kerbalnauts, rocket builders alike!
Specialist290 replied to suclearnub's topic in Welcome Aboard
Welcome to the forums! Am I correct in assuming that you're the same suclearnub I've seen in the IRC? -
[CLOSED] Kerbin and Beyond: a Maturing Space Program
Specialist290 replied to Northstar1989's topic in KSP1 Mission Reports
Enjoy your break. We'll still be here when you return -
Many of those weren't merged into the megathred, but rather were moved to sections of the forums where they were more appropriate. In particular, the Launch Abort System thread is still its own thing, it just got moved to Gameplay Questions because it was, well, a gameplay question. Many of the others are similar cases.
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Science from asteroids
Specialist290 replied to Othuyeg's topic in KSP1 Gameplay Questions and Tutorials
EVA your pilot. You can then collect a report from the asteroid, just like you can transfer reports between your science modules and your command pod. -
Let's keep the discussion related to the article, and not to certain people's reactions in the comments, please
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.23 save lost forever?
Specialist290 replied to ThePresD's topic in KSP1 Gameplay Questions and Tutorials
You may find this thread to be helpful Just substitute the quicksave for your old persistent.sfs in the instructions; the file structure is essentially the same. -
10 million threads .... one question
Specialist290 replied to Evilredqueen's topic in KSP1 Gameplay Questions and Tutorials
After reading this bit, it suddenly becomes clear to me exactly what your issue is. There is a rather annoying, deceptive, and (in my own opinion) malicious banner ad that masquerades as a notification stating "You have private messages!" That is not provided by our forum. We do not require you to install any special programs to view Private Messages. In all probability, the software you just installed is probably some sort of spyware or malware, and I'd recommend that you uninstall it ASAP and perform a virus / spybot / malware scan immediately thereafter. In the meantime, I'm uploading this screenshot to show you where the proper place to check for private messages is, since a picture is worth a thousand words: We on the staff have been made aware of this ad in the past, but I'll mention this particular incident to them anyway, as it might help get that particular ad removed more quickly. While you're at it, it's probably a good idea to familiarize yourself with the Forum FAQ, so you better understand what tools you have available at your disposal here on the forums. Hope this helps -
Did KSP go slower/larger?
Specialist290 replied to b1gag3's topic in KSP1 Gameplay Questions and Tutorials
I think I know what the issue is in this case, especially since you mentioned the "approx. four times longer" figure specifically. The 0.23.5 update added an option to toggle between Earth Time (24 hours per day, 365 Earth days per year) and Kerbin Time (6 hours per day, 426 Kerbin days per year). After the update, your copy of the game might have chosen to default to the Kerbin Time display rather than the Earth Time one. Fortunately it's a simple fix, as you just have to toggle off an option in the preferences -
Like biohazard mentioned, some of the parts got shuffled around the tech tree in the latest updates. Thus, if you've managed to update after you've already made a fair bit of progress, you might see the game telling you to "unlock" parts you already have. Fortunately, it's pretty much just a harmless glitch You'll keep any parts you already have access to.
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You can recover science from an asteroid with a kerbal on EVA, just like you can transfer science from modules to pods. No Claw required
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I don't believe you can reconfigure Action Groups in flight, at least not in the stock game (although I do recall seeing something by the name of "Actions on the Fly" or something like that among the add-ons that might be what you're looking for). However, Action Groups are preserved across craft when you dock them together, so with a little pre-planning, you can set them up before launching each component. Just don't forget which button is supposed to activate what parts
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Asteroid heading towards Kerbin!!!!
Specialist290 replied to Deadpangod3's topic in KSP1 Gameplay Questions and Tutorials
You're in luck. In the real world, a Class C would only cause a loud "BANG" and then a (relatively) small meteorite shower. No one would get hurt unless they're unlucky enough to get hit by one of the fragments But yes, in KSP, not much really happens. They'll reenter and hit the surface just like any other craft. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Specialist290 replied to cybutek's topic in KSP1 Mod Releases
Just tried this out with the new ARM pack. It seems to still work fine for the most part, but there are a few oddities with its interactions with the new parts -- the Flight Engineer doesn't update the in-flight vessel stats (TWR, delta-v, etc.) when the new engines are firing, for one. -
Is tracking Asteroid activate them?
Specialist290 replied to NCSwitch's topic in KSP1 Gameplay Questions and Tutorials
A few do start out on a collision course with Kerbin, but as far as I'm aware, tracking them doesn't "activate" them as such. They still follow their own course through the solar system; choosing to track them just allows you to see where they're going. -
Welcome to the forums! In addition to the above, may I recommend that you take a look at the Drawing Board, which is linked in my signature? I've tried to collect some good tutorials and other resources there, and many of them are specifically intended to help new users hone their skills.
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Since this is a forum policy question, it really goes in the Forum Forum. I've taken the liberty of moving it there Making it a hard-and-fast requirement probably isn't the way to go, since there are a lot of more abstract and theoretical questions that get asked in that forum as well (such as "What is this 'delta-v thing everyone keeps talking about?' and 'What is the best engine to use, and why shouldn't I use this other engine?'). Making it an automatic recommendation might be more feasible, but I wouldn't be the guy to talk to about that, since I'm not the one who tinkers with forum code.
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This is REALLY Cool, at Least to Me
Specialist290 replied to KASASpace's topic in Science & Spaceflight
Temporarily closed for maintenance. Stand by EDIT: I've cleaned up a fair bit of off-topic discussion of things that are against forum rules to discuss anyway. As long as you all can stay on the topic of whether or not another space program could have feasibly gotten us into space or put a man on the Moon well before those things happened historically, this discussion can continue. (While I've allowed the discussion of classic science fiction movies to stay, I'd highly recommend that y'all start another thread for that, so that we can keep this one on scope.) -
Welcome to the forums! Glad to hear that you've been enjoying yourself with the game. Feel free to ask questions or swap stories with everyone else, as it takes your fancy. If you run into any further trouble, or even if you just want to learn something new that you can use to make your rockets that little bit better, feel free to check out some of the resources I've listed in the Drawing Board (conveniently linked through my signature). The sentiments you've expressed about KSP being the sort of game you wished was available for many years is a pretty common one; in fact, it's one I actually had myself. This game is the sort of thing I've wanted to play since I was very young; various other games had some of the other mechanics in place (craft construction and customization, realistic physics, etc.), but none of them quite combined it into the "full package" I was looking for until I discovered KSP myself almost a year ago. (Wow, has it really been that long?) Of course, in the '90s I was still in elementary school, so I couldn't be quite as proactive about it as you apparently were As far as economy-adding mods go, let me point you in the direction of Mission Controller Extended. I have yet to try it myself, but it's on my to-do list, and from what I've heard it might be something like what you're looking for. Hope this helps!
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Welcome to the forums! As others have already said, feel free to ask questions if you get stuck anywhere. I also keep a list of tutorials and other tools up as well; it's called the Drawing Board, and it's conveniently available through the link in my signature. A few of the things on it are intended specifically for new players, so you might find them useful. Hope this helps!