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Gargamel

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Everything posted by Gargamel

  1. [Tutorial] How to install mods (manually & CKAN) - Tutorials - Kerbal Space Program Forums Welcome to the forums!
  2. Moved to tech support. Try the Pinned Read Me on getting tech support, it might help you out some: How To Get Support (READ FIRST) - Technical Support (PC, modded installs) - Kerbal Space Program Forums There is also a very wonderful tutorial on how to install mods, the root of your issue probably lies there. [Tutorial] How to install mods (manually & CKAN) - Tutorials - Kerbal Space Program Forums
  3. Yeah, I noticed that too after I made my first post. It's not a big deal, as most people won't be starting a thread from that spot anyways... The smart forum member looks at the threads that already exist in a sub forum to see if their topic is already being discussed..... right?
  4. It's green now. You're just in a spot where you're not allowed to start a new thread, ie the Main Forum Tree.
  5. Well, all I did was right click and clicked google search, and this came up.... But apparently it's referencing an older thread (that's pushing way back) that never survived one of the forum transitions....
  6. Try Ctrl-Alt-F12 or Shift-Alt-F12, sometimes some Nvidea software hijacks Alt-F12 for it's sole use. If this doesn't work, Ping me (type @ and my name) and we'll move this over to it's own tech support thread, the debug/cheat menu works in the current version.
  7. "Overlapping Threads have been Merged" - @Vanamonde
  8. Typically, when the question is asked "Why is my ship rotating or spinning?", you have set the trim. Try nulling out your trim. I'm not sure how to do this on console though.
  9. It also shouldn't be that difficult to keep your craft on 90 if it's balanced correctly. There are lots of great Tutorials out there on how to launch, but basically, and others will correct me on better methods, you launch straight up, wait till you get to about 50 m/s (only a few seconds after launch), kick over about 10 degrees or so towards 90 degrees, and when the prograde marker catches up to your actual heading, Just click hold prograde. This will naturally take your craft on a pretty decent gravity turn, leaving your circularization burn fairly short. I can manually fly a launch pretty much hands off without an autopilot using this. It really depends on your craft design though, if it's tippy and prone to flipping over due to improperly placed CoM, then yeah, it'll be a fight to keep it on course. But if you design your rocket so it burns fuel from the bottom up, and the draggy end is at the back, you should have a pretty smooth flight. The SAS directions are designed mainly for spaceflight. These are arbitrary directions relative to your orbit around a body or to a target, and each has a specific use. But if we include the 4 major cardinal directions, why can't they add the 8 major headings? Why stop there? If you can do the 8, it would be trivial to make an edit box and make it a compass. But if we can hold a compass heading, then we can easily also hold a pitch and roll, and shazam you have a working autopilot.
  10. While Squad has surprised in the recent past with QOL improvements such as Robotics and a Dv indicator, I don't think a stock autopilot is in the works. I think that will forever be in the realm of mods, such as MJ. Manually flying your craft is one of the great things KSP does for us, it makes us learn how spaceflight actually works.
  11. Hey Laird, Huge Walls of Text, even in spoilers, can cause issues for some users on some platforms, so we ask you host your large files on outside servers and link them here, which you did with the Kerbal X. :D. If there is something specific within the craft file you need to bring to our attention, then pasting in a small section of it would be fine. Good luck with your issue.
  12. No, I believe they do not use any power if they are not in focus. Moved to Gameplay Questions.
  13. Welcome to the forums. There are a lot of mods out there, which one are you talking about? It usually best to post in the thread of the mod you are having an issue with. Or, since you put this in add-on development, are you attempting to write your own mod? Or should we move this thread to another location, such as Add-on Discussion? @AtomicWolf007, I have also removed your duplicate post. I would encourage you to read our New Member Guide, as it will give you an insight to the workings of the forums:
  14. There's been enough shuttles built that it would have been noticed before if it was a bug. As the Aziz said, it is most likely a staging issue and you have a rogue clamp or two still holding on. Moved to Gameplay questions for now.
  15. Glad you got it working Mark! You probably didn't notice, but on the download page, there was an option to select which version you want to play. 1.7.3 has the most features, and is the current (as of this post) build. If you would like to install a different version, you can do that too. KSP does not limit you to one install, you can keep a stock one, a lower version one, and a couple different modded installs all at the same time if you'd like. I guarantee you that video was >6 months old. The update cycle of KSP has been much faster lately than it has in the past, we're getting new versions every ~90 days or so right now, so take any info you hear about version x.x.x is the best one out there with a grain of salt. The Mods are usually up to date within weeks if not days. Check the Mod release thread her on the forums to see, but you can also use a program like CKAN to handle most of the heavy lifting for you, including version checking. Check out the Add on sub forums for more details on all of these. But I'd recommend for your first playthrough or so, just stick with stock. Not only will it force you to learn the skills, but you'll also get to know what the stock parts are. Happy Crashing!
  16. Having 5 Posts (which you do now) only applies to Sending New PM's, Editing Your Profile, and Having your Posts Moderator Approved. It has nothing to do with what or where you post.
  17. Ok, let's do some testing in the most Kerbal way possible. Build something that goes fast, turn on "No crash damage" and "unbreakable joints" and slam that craft into the ground. Does it bounce or explode? If it goes *Poof*, we'll need some logs: How To Get Support (READ FIRST) - Technical Support (PC, modded installs) - Kerbal Space Program Forums
  18. @Agustin, I split this comment off from the other thread it was in, as it is kind of Off topic for that thread.
  19. Some OT posts were split into their own thread: https://forum.kerbalspaceprogram.com/index.php?/topic/186762-principia-and-172/
  20. You need to define what "working" is. The behavior you are expecting might not be the way the system actually works. Pics or vids of examples would be really helpful. And you say some, but only list one, what others are not working?
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