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djnattyd

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Everything posted by djnattyd

  1. I mean that it now displays a trajectory ON your orbital path, it never used to.
  2. 1.0 has completely killed ASE which is terrible. I got so used to silence that when I ran up the Poodle, I thought I had a bug
  3. Just a heads up, Mechjebs Landing Autopilot has a similar function to it now
  4. How do I rearrange the planets using RSS? I'd like to turn Ike into a planetoid and make Gilly and Bop into moons of Duna. I've had a look on the wiki but either my eyes are painted on or the information I need isn't there.
  5. I've never understood why people hold off updating because of previous missions. Just create a second copy of 0.90 with all your mods in, call it "Kerbal Space Program 0.90" so Steam leaves it alone, strip your original one back to stock (leave only the Squad & NASAMission folders in Gamedata) and let Steam update that one. I personally have 4 installs, a stock one, an OPM one, a MKS/OKS one and a Kerbin 365 one.
  6. 1) Where's the copyright violation? Both Squad and the creator of Space Engine allow video footage of their respective software to be uploaded. 2) 'Solar System' is a common term to describe any star system. 3) 'Despatched' is an actual word. It is the past tense of the act of sending something somewhere. 4) That's just being picky. We all know there's no sound in space. On Topic: I still maintain my belief that KSP running in Space Engine would be the best thing ever. Good video.
  7. I'm having a hard time getting my head around the config tool. I'm using Kerbin 365 which rescales the system to 3.2x sizes, Kerbin itself has a radius of 192,000m which I'm able to enter into the tool and get it to generate a new globe but I can't figure out how to set the atmosphere height correctly.
  8. I play one of the 3 nodded installs that I have and ignore the stock one that is left purely for updates. Then, when the update happens and all the mods finally work, I create 3 more modded installs, move my save files over and delete the old installs.
  9. Is anybody aware of a Real Fuels config for this? As far as I can tell, the Stockalike config doesn't yet support the LF/O engines
  10. I have 3 separate installs. One with Outer Planets, MKS/OKS and Karbonite. One with the Kerbin 365 mod and one stock. Each offers a different game to play. Do I launch a base building mission to Urlum? Do I spend time designing a craft capable of launching from a 3.2x Kerbin and fly to the Mun 3.2x further away than normal whilst dealing with the restrictions thrown up by Hard Mode? Or do I just go full fat vanilla cheesecake and abuse the stock aerodynamics in sandbox mode? KSP is one of the rare games that actually gives that kind of choice and if all else fails... Well I have 62 other games in my Steam account and have a 1/3rd completed Homeworld Remastered game to complete as well as an X3: Albion Prelude career to complete. I can assure you that they don't hold my interest the way KSP does.
  11. This is brilliant, I can't believe there hasn't been more interest in it. Getting to LKO is now challenging enough to be interesting without the OTT-ness that 6.4 brings. Count me in as another voter for OPM support.
  12. @Duodex logs will have to wait until 7pm GMT as I'm working until then. @SMJ Only tried one design (but launched 3 times). Craft was (from top to bottom) Mk16 parachute (realchute nodded)(stage 0) 1 man command pod 1.25m stack separator (stage 0) The mid-sized 1.25m fuel tank LV-909 (stage 1) 1.25m decoupler (stage 2) 2 of the long 1.25m tanks LV-T45 (stage 3) 4 winglets (the ones with the small aileron) FASA 1.25 Mercury Launch Clamp (stage 3) Launch profile was set as follows; Prevent overheat Terminal velocity Acceleration (22.9m/s²) Force Roll (0°) (180°) Corrective Steering Gravity turn starts (0.2km) Gravity Turn ends (69km) Shape (50°) Autostaging (stop at stage 1) First launch went straight up, second and third pitched over to ~85° and stayed there. Once out of the atmosphere it created the node to circularize but didn't turn to face it. Each time this happened I staged until I got to the parachute, turned off the Ascent AP and set SmartASS to 'Retrograde' but it didn't turn to follow the marker.
  13. I'm having issues with the ascent AP using the latest Dev build. It isn't performing a gravity turn nor is it applying a roll during climb out. Once at apoasis it isn't turning to face the node (or any node for that matter as SmartA.S.S does nothing.) I can intervene and fly the launch manually with the AP activated and if I point at the node myself, the AP does the burn. The only thing that does work in the Ascent AP is the auto solar panels option. I've updated FAR and the FARExt but the problem with launches is still there.
  14. I'm getting some weirdness going on with this. The sun appears as a black disc with a glowing centre and no scattering is applied at all. I'm using Kerbin 365 which may or may not be conflicting however.
  15. Atmospheric Sound Enhancement (linked above) still works in 0.90 with the exception that any engines using the new FX module (NASA/Rapier) don't get muted. Couple it with Chatterer and 1st Person EVA and the immersion factor it amazing.
  16. Is it just me or are the newer forum members quite rude? Anyway, to answer your question. Whackjob tends to create the largest, most ridiculous lag-inducing craft possible in KSP. They're normally that insanely large that Unity just says "NOPE" and breaks.
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