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Everything posted by Gargamel
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rage,rage,rage into mods
Gargamel replied to ActicFoxy's topic in KSP1 Technical Support (PC, modded installs)
Well, we'll need to know exactly what you did, and where you put it. Installing a mod is pretty easy once you get the hang of it, but can be confusing the first time you do it. -
Word from Squad is that the store has been fixed, and indeed, the downloads seem to be working for me.
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Squad has been contacted and they are working on the problem. And moved to the Network.
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The idea is that the heading for both craft is fluid, and always pointing at each other, so matter how much lateral drift you have, the target craft will adjust to compensate. And I don't understand what you mean side to side? If you are referring to having a docking port on the side/back of your craft, it probably won't work, as you need your thrust vector inline with the controlling docking port.
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This bothers me in so many ways......
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Adding nuclear reactors into stock KSP
Gargamel replied to Ol’ Musky Boi's topic in KSP1 Suggestions & Development Discussion
The near future mod (among others) offers up some nice gameplay mechanics on how a Nuclear reactor would work. They do produce a considerable amount of heat, and can be shut off when not in use. I can see something like this being included in stock as the next step up for power production. -
That is a cake, not a sandwich
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In hindsight, I had the perfect opportunity to get my post count to equal the next prime, but I chose an ACC title to post instead. Not sure which would have been better.... But here ya go for 3019
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By some definitions here, a pierogi would be a sandwich... https://en.wikipedia.org/wiki/Pierogi And to me, a pierogi is clearly not a sandwich, but is actually closer to a taco than a taco is a sandwich, therefore a taco is not a sandwich.
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Action Groups Previews in Editors
Gargamel replied to ZooNamedGames's topic in KSP1 Suggestions & Development Discussion
I think they are both valid ideas. While editing and viewing AG's in flight is a needed feature (currently handled by a mod), the suggestion of this thread is also a pretty good idea too. There's been a few times where I have made an action group, then moved some parts around, and not all of them ended up in the action group again. Get to orbit, open the solar panels..... why is only 1 opening? Grrr.... click click click.... Having the ability to test all my action groups before launch to make sure I got everything lined up right would be a great idea. -
Re entry target KSC?
Gargamel replied to Elroy Jetson's topic in KSP1 Gameplay Questions and Tutorials
This is where I usually start from. I'll do a couple re-entries as test with various space craft, and then figure out then best approach that covers most of them Usually, it works out that I start burning over the last part of the Desert continent, and then wait till the orbit line reaches just a bit beyond the string of islands East of KSC. So roughly a 300 dV burn, give or take a hundred. That usually get's me fairly close. But when I've gotten my program down to using the same class of vessel for most trips, I'll have their re-entry profile pretty well figured out. The issue becomes nailing it the same way every time. To this end, I'll make a plane that has buoys it can drop while in flight. I'll fly due East from the KSC and then drop the two buoys at the edges of where I want the orbit line to be when I re-enter. That way, on the map view, I'll have a "gate" that I put the orbit line into and I'm usually within 10km of the KSC every time, usually much closer. This method has landed me on various buildings a number of times. But the key is to do the same thing every time. Have the same identical re-entry sequence planned for every vessel. Some here have said don't deploy your chutes early, well I do. It doesn't matter, as long as you setup your plan to do the same thing every time. That way it is repeatable, and easily adaptable to new craft. 3000th post. yay! -
I'm the same, but then it's also full of a bunch of short term house keeping stuff, like rotating station crew and transmitting science. So I spend most of my time doing that, instead of getting the missions moved along. But that's a discussion for another thread, which we've had recently.
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So much win right now. 3001 And a gap to add! :feels: EDIT: And the feels are gone now that I see I have to do a bunch of editing to the list... Glares @GRS.
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rhino engines, what are they good for?
Gargamel replied to Sweetnsaltyish's topic in KSP1 Discussion
Really, Really big ones apparently. -
Another option if the in-forum search engine is not bringing up good results, which is quote common, is to use google. If you add "site:forum.kerbalspaceprogram.com" to the end of your search entry, google will only return results from the forums. As google algorithms are a lot more robust than the simple ones built into the forums, sometimes this method will help you find what you want quicker.
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This will do nothing but prepare you for "Working Adult Life" later on..... where your boss makes a change and then blames you for the resulting cascade of failures that result.
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That sir, (mad'am?) is a gyro. Which..... I don't know if that's a sandwich.....
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Those are very fair points. I should have said, don't expect it to be doable, as the work required to do so might be too much for what is in the designs.
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I don't think there would be any point. KSP2 would have to be a complete rebuild from the ground up. The physics would be different, the parts would be different. There would be no possible way to get a complete craft from one to the other. Trying to ensure backwards compatibility here would cause more issues than it would solve.
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I use the Nostromo Speed pad (similar to what @Tyko mentioned), and it is excellent for gaming. While it is normally associated with the left hand while the mouse is in the right, I can easily see a setup where you could quickly jump between the two.
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Also not a sandwich.
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Been there maybe a dozen times, and I've probably not had the MC once, as it's hard ot find, and they do it right. But yeah, if you want to see sandwiches done right, try these guys. And oh look.... perusing their menu... They don't have a taco sandwich! Proof! /thread.