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Everything posted by Gargamel
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Bumping this one to see if anybody has some other opinions on this.... Just had to reinstall BOINC, and I get my choices of which projects to join up to again....
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Action group editor and viewer
Gargamel replied to schwank's topic in KSP1 Suggestions & Development Discussion
I knew there was a reason, I just couldn't think of it while being blinded from my flash of genius. -
Not in today's world. Especially since you are looking at this as a part time gig. A lot of popular websites that put out those click baity articles are always looking for competent writers. It would be a good way to start building a portfolio of quality published work that you could use as resume when you start looking for a real writing job.
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Planet packs for 1.7.x? Also what up KSP community!
Gargamel replied to SPACE-MAN's topic in KSP1 Mods Discussions
Moved to add-on discussions -
Birds nest on my windowsill right by my computer. The nest building really dirtied the window, so shots from inside don't come out well. I was losing the light tonight, so I had to hurry and was left with a bad angle and poor light on the nest, but I got the very angry Mom and Pop squawking at me. Should have started a pic a day series from the start of the nest till they left, but alas.... Not overly happy with the focus here, but I haven't touched my gear in about a year, and getting all the auto features to play nice together under the time crunch was.... frustrating. Still used to the Eye tracking feature of my old pro level 35mm, this one doesn't have it, so I need to get used to the new buttons.
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Action group editor and viewer
Gargamel replied to schwank's topic in KSP1 Suggestions & Development Discussion
Along with an inflight editor, why don't they add Shift 1-0, Ctrl 1-0, alt 1-0, etc to the AG. That'd give us 40 or so AG's right off the bat.... unless I'm missing something? -
Ahh geez... gonna make me dig aren't ya? Off the top of my head Stations and Bases? (still running a 1.3.1 game if that makes a difference)..... and digging through the Mod release thread, I don't see a mention of that..... Hmmmm..... I just get home from work and you make me do more work? sheesh.... ok still digging.... Ok found it... it's not in the main OP, but it is in the Change log:
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Locked by OP request
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Quite. @StrandedonEarth
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Aside from being slightly off topic, how does this answer the OP's question about bringing procedural engines to KSP?
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Using flaps to prevent spaceplane flipping
Gargamel replied to Milesy's topic in KSP1 Gameplay Questions and Tutorials
Also check that your main landing gear are right behind your CoM. This will cause them to act as a fulcrum and your plane will pivot up on the wheels, giving you the angle of attack you need for take off. Be careful though, as the nose comes up, the tail swings down, and you can tail strike, which leads to a bad day quite often. If you have the wheels farther back behind the CoM, then as you pull up, you have to have enough lift to actually lift the CoM off the ground, as it will be trying to push the wheels down into the runway, instead of using them as a fulcrum.- 21 replies
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- space plane
- flaps
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Yup, I love knowing I can load up KSP, and then go make dinner. It's great game in that aspect, loading or in orbit, I can walk away without having to pause.
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Some posts have been removed or edited. This is a suggestions thread. It is fully acceptable to have others debate your ideas, that's the point of this forum: open, intelligent debate and idea building. But you must also respect other's opinions, and not take their comments to the level of personal attacks.
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Airplane Plus Turboshaft Engine Problems
Gargamel replied to HyperDraco's topic in KSP1 Mods Discussions
Probably best to ask in the parent thread for this mod. Moving to add-on discussion too.- 2 replies
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- airplane plus
- helicopter issue
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We've had rapid unplanned server crashes, do those count? But I don't recall any organized events before, aside from April Fools day stuff. If you have suggestions, we'll listen to ideas.
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Well, there are the obvious rescue contracts... But the one I get a kick out of is one of the contract configurator packs calls for you to hold a space camp. You send up a couple dozen tourists into orbit for 40 days, and upon recovery, 3 of them join your program, one of each role. The cool little thing is that since they went through "KSP Space Academy", they start with 5 extra XP points. It's pretty much a standing contract, so pretty soon after finishing one camp, it offers it up again.
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I'm not quite sure what you are asking here Hatsune, are you asking for a mod of this, or are we discussing a real rocket?
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Nope, and Nope. @redshirt
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engine not turning off on command
Gargamel replied to slav_king's topic in KSP1 Technical Support (PC, unmodded installs)
Well don't leave us hanging, what was the problem? -
Amazon web service Playing KSP
Gargamel replied to Miner 36's topic in KSP1 Technical Support (PC, unmodded installs)
I'm going to move this to Tech support, I think you might get better replies there. -
engine not turning off on command
Gargamel replied to slav_king's topic in KSP1 Technical Support (PC, unmodded installs)
But he says Jeb is on the station, I took it to mean the ship was unmanned. Loss of communication is a viable option here too, but I'm assuming a lack of antennas not power, as the ship was supposedly sending up more solar panels. Somebody ping me when get more info, I can then move it to GP Q's or leave it here depending on the issue. -
Scott brings us another great video: I can see Elon getting a bug to go get it if we ever locate it.