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Gargamel

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Everything posted by Gargamel

  1. Add On related thread has been moved to Add-on Discussion.
  2. Your Question (about add-ons) has been moved to Gameplay Questions Add-on Discussion.
  3. I like to build a set launcher, with SRB's, and then adjust the thrust of the SRB's to get the TWR down to 1.8. I then use MJ to control the throttle to keep the TWR at 1.8-2 during the launch. If I built it right, eventually the Main engine is almost at 0 throttle as the SRB's burn out and stage off. Allows me to carry a decently strong engine on the core stage that also works decently as a second stage insertion engine.
  4. It's happened more than once. We ask that you guys don't needlessly tag random people, to their annoyance; Keep any topics that belong elsewhere in the forums in the appropriate location (ie KSP related stuff in KSP related threads) and follow the rest of the forum rules. If we can't follow these simple rules, I'm afraid we might have to lock this thread.
  5. Welcome to the Forums @Some Random Rocketeer, I've moved your question to the CKAN thread, where you will find a working link in the OP.
  6. Hey @garyhoover, I've moved your thread to Mod releases. Also, You need to provide links to any source you might use, and to select a license for your mod, and include it in both the download and here in the OP of the thread. Until these criteria have been met, the download links have been removed.
  7. Welcome to the forums @Robert.Beak. I have moved your post to it's own thread as it didn't quite fit where you put it. Feel free to change the title to something more fitting your questions.
  8. TBH, that looks like something he rendered in a program other than KSP. He probably imported a Kerbal model into some other animation suite. Although, from some of his past work, I can never tell.
  9. Welcome to the Forums @RoM_Axion. We ask that you please host a log file on a service like Google Drive or Dropbox and link it here. Large walls of text can make it hard to read on some platforms. But here's your main issue. 4 GB is really tight for KSP to run on. It's doable, but tight. Shut down anything else you can that might be running in the background to free up RAM.
  10. My car goes over 1 MEGA METER between fillups.
  11. When you know where all the old mega threads are hidden and you mercilessly merge all the newly sprung up clones. Edit: In normal conversation I use the term "Munar", and don't realize it. I also have to sometimes look up how to spell words that aren't supposed to start with K.
  12. @TylaJames, at @linuxgurugamer's request we have moved your FMRS tech support question to this thread to help serve everybody better!
  13. @BRAIXEN MOD, You might want to take a look at the other threads in this section, and pattern your thread title as they do, stating the Version, Mod name and such, making it easier to find it. Perhaps add some pictures of the mod in action into the OP too.
  14. Which will be difficult to do, since mods aren't available for the console versions. KSP is not made from procedural parts. You can't adjust their sizes. You have to get creative in your designs. The wings come in a variety of shapes and sizes that you assemble lego style to form bigger wings.
  15. I think at this point, to satisfy my own curiosity, is this highly mathematical orbit any better for gathering science than one that barely dips above and below the stated mean? I'm still curious to hear the solution to the more complex problem, though.
  16. The service module engine was designed to light multiple times, as it was used to enter and leave lunar orbit, and for multiple mid course correction burns. But you have to remember, this is a game, not a simulator. Having slightly over powered reaction wheels is a good thing for game play. Yes, there's some who don't enjoy it, but the vast majority of KSP players aren't looking for a hardcore sim experience. For those that are, there's a plethora of mods available for KSP and I assume there will also be for KSP2, that make the changes in a fashion they see fit. The devs have to design the game for the greatest number of players, not for a select few.
  17. Well, as it is technically a modded install, I'd normally move this over to Modded tech support. But I highly doubt that it's KER causing this, so we'll leave it here for now. If you got the game through Steam, verify the local file integrity, that will correct any corrupt files. As for fuel transfer, I believe this is a known bug, but I am not familiar with the details on it. There are other threads here that address it.
  18. I cannot confirm that, but reading the thread seems to imply it to me.
  19. Hello @BRAIXEN MOD! Welcome to our forums! Congrats on the first mod release. As such, it has been moved to the Mod Release sub forum, where such threads go . Also, two things: 1) Per our mod posting rules, you need to provide a link to any source code you might be using. This is usually done through a Github link, which is also often the best way to handle bug reports and such. 2) You also need to choose a license to release it under. You must name that license here, and include it in the downloadable package for the mod itself. Thanks!
  20. I'm assuming you meant 1.10? If not, then you need to update your KSP version first. And the mod is listed as 1.7-1.9, and others in this thread have apparently confirmed it does work for 1.10. LGG maintains 150 some mods, and he gets to them all eventually.
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