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Everything posted by Gargamel
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Discussion moved to Add-on Discussions.
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help with my joystick please
Gargamel replied to Dr.bright's topic in KSP1 Technical Support (PC, unmodded installs)
I don't know exactly what was or wasn't fixed in that version, as finding the patch notes for that build is a little sketchy. I would recommend asking her to return to the online store she bought it from (Steam, KSP Store, GoG, etc), and downloading the latest version. This might resolve some of the issues you are having. -
Overlapping threads have been merged.
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Thank you squad and other developers!
Gargamel replied to 9.8 m/s^s's topic in Prelaunch KSP2 Discussion
Or, more likely, contractual. -
Moved to add-on discussion.
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SAS in 1.8.1 not working?
Gargamel replied to Steller dude 63's topic in KSP1 Technical Support (PC, modded installs)
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Liquid engine not working
Gargamel replied to exxaminer's topic in KSP1 Gameplay Questions and Tutorials
I don't think I've ever tried to build a rocket from the bottom up, as you're describing. I usually design my payload, whatever it might be, and then build the rest of the rocket below it. Each stage you attach to the payload becomes the payload for the lower stage. That way you can know how much rocket you need for the payload, not building a rocket and then limiting the payload. I do, however, build boosters specifically for certain payload ranges. Ie, I'll build a series of rockets that can handle, lets say, 20-50, 50-80, and 80-120 ton ranged payloads to LKO. I use large fuel tanks as the test payload to make sure they can get there. Then I save them in the sub-assemblies category. So when I build my payload, which might include transfer stages, I can know I can just drag and drop the premade booster of the appropriate size onto the vessel. -
Launching large fuel tank into orbit
Gargamel replied to Joe.L's topic in KSP1 Gameplay Questions and Tutorials
For your first couple tries, maybe. But you have a much higher chance of success with too much fuel/power rather than too little. Follow your Dv Meter and TWr readouts in the editor to make sure you're on the right path. Others here have already listed the numbers you should be shooting for. -
How is this mod combo for a career?
Gargamel replied to Bongotastic's topic in KSP1 Mods Discussions
Throw in Final Frontier. -
Far from it! Send up a rescue mission! That's the kerbal way. Then you'll need to send another for the first rescue mission. Depends on your settings.
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CAISE:(a mod in the making)
Gargamel replied to Cyrus Playz's topic in KSP1 General Mod Development Help and Support
@Cyrus Playz, Could you please add a license to this mod? Thanks.- 7 replies
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- planets
- star system mods
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(and 3 more)
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Clamp-O-Tron Sr. Not Working
Gargamel replied to NewsDude's topic in KSP1 Gameplay Questions and Tutorials
I think my main point to the OP here, which seems to have gotten buried in this discussion, is that MJ accounts for the magnetic pull. So it slows way down so you don't slam into the other ship. So slow that it never actually docks. So when you get close to docking, turn off the autopilot and coast in. Be it .1 m/s or .3 m/s or 1 m/s, fast enough to have some momentum, but not so fast you're going to crash. -
Launching large fuel tank into orbit
Gargamel replied to Joe.L's topic in KSP1 Gameplay Questions and Tutorials
Not to sound contrite here, but the flowchart works like this: Step 1: Do you have enough fuel? If no, add fuel. Step 2: Do you now have enough Thrust to go to space today? If no, MOAR BOOSTER. Step 3: Goto step 1. Overall, it sounds like you are just building too small of a rocket. Build a bigger rocket. Put more engines one it. Overpower the sucker. Carry too much fuel. It's a fuel hauler anyways. Just dock the whole shebang when it gets there. Do this a couple times and you'll see how ineffecient that design was, and you'll start refining it down to exactly what you need. Go big or stay home. Oh, and the thread has been moved to gameplay Questions. -
Clamp-O-Tron Sr. Not Working
Gargamel replied to NewsDude's topic in KSP1 Gameplay Questions and Tutorials
With regular ports and "normal" mass ships, I agree 100%. But the with the seniors and huge ships, I have never been able to dock at low speeds. There just isn't enough magnetic force in the ports to have any effect on the ships. -
Clamp-O-Tron Sr. Not Working
Gargamel replied to NewsDude's topic in KSP1 Gameplay Questions and Tutorials
It shouldn't But it should read a very small number. The design of your two crafts might also be confusing MJ's bounding box, causing it to go too slow. Here's my recommendation, and up until I recently got a new machine, I was a hardcore MJ user just due to the framerates. Get one of the Docking Port Alignment Indicator Mods, and fly some practice missions to get familiar with it's in's and outs. I would keep it on standby for the times when MJ would bug out and either overshoot repeatedly, or would fail to dock like you have here. Especially with the seniors. I believe MJ relies a bit on the magnetic force of the docking ports to finish off the docking manuever, but both your crafts are so massive, I would suspect the seniors don't have enough omph to get it done. I don't know when your last screen shot was taken, but that speed is too slow to dock. So use MJ lined up to start the approach, let it get the craft in the correct position and orientation. Then take over and manually guide it in. Keep your forward speed at 1 m/s, and fly gently to keep it oriented correctly. With a little bit of mashing your head against the wall, you should get it to work. My rule of thumb was before I used MJ, I learned to do it manually. Didn't have to be good, just had to do it. But after spending years using MJ on my potato computer, I watched how it did it, and would just mimic it's actions if I had to take over. I'm assuming you'll be in the same boat, having used it enough to know what to expect and when. -
As mentioned, they're the really big wheels. They don't steer like a normal wheel, but end up reversing their direction on one side to turn, very similar to how a tank (Or most tracked vehicles) turns. By quickly tapping A & D, you can spook the rover to go very very fast without expending much energy. As you can see from this thread, players "discover" this old bug feature from time to time:
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KW Rocketry had various sepatrons.
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Scenario Asteroid Redirect Part 2 Where to maneuver?
Gargamel replied to JMG's topic in KSP1 Gameplay Questions and Tutorials
Try bringing more fuel? Asteroids are heavy, and require a lot of energy to push around. -
Can we please have info and gameplay, please
Gargamel replied to SpaceFace545's topic in Prelaunch KSP2 Discussion
Not sure why people are upset about it being delayed again. I mean, if you have terminal cancer or something, then yeah, I can understand. But If everybody just relaxes and plays the first one, the game you haven't paid for yet, nor been made any promises about, will eventually come out. Or it won't. Aside from all the stress people are causing themselves, their lives will not have changed, until it does come out. -
terrible areodynamics
Gargamel replied to Afraz2005's topic in KSP1 Technical Support (PC, unmodded installs)
Well, considering the game works fine for most everybody else, there may be other issues at hand. Perhaps some video of your gameplay would help. If you do think it's the game itself, please follow the directions from the thread I linked in the first response, then we can take a look.