-
Posts
7,562 -
Joined
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Gargamel
-
Well, it would really help if my G tolerance wasn't cranked to 6x in the settings...... I had just never seen one of these before, and I hadn't seen one mentioned in the forums either... But I just launched a pod with a bunch of fleas attached, got it suborbital, and as it neared apogee, fired them off. Reversed it's 'orbit' in about 3 seconds. That did it.
-
Moderator Appreciation Day! [Need 264 votes to make it official!]
Gargamel replied to Kerbinchaser's topic in Kerbal Network
-
Most computers aimed at general use, built within the last couple years, should be able to handle KSP. It just depends on how you deal with the lag. Lag in the game isn't deal breaking, just annoying. If you are planning on buying through Steam, they offer refunds. That should be long enough to see if your machine can handle KSP ok. I'd immediately load up the largest stock (pre-made) craft int he game and launch it. If the speed is ok with you, then keep the game and save up for a gaming rig. By then you will be completely addicted.
-
I just got offered two contracts to make tourists pass out from High G loads. Now, I usually stay as far away from G loc as possible, limiting my vessels to 2g's, and I haven't really touched a plane in this save, but I still don't do High G manuevers. Any suggestions on doing this without going through a lot of tests pilots?
-
safe aerobraking heat
Gargamel replied to EndTraveler's topic in KSP1 Gameplay Questions and Tutorials
errr.... Ummm..... From minmus.... I'd say about 75km. Do some retorgrade thrusting until you've brought the Ap down to about 75km, and then do some more retrograde thrusting until it's about -200km, and tumble the heck out of that pod. -
It wasn't an asteroid. It was the kraken. Upon loading, sometimes stations go Boom. They just do. Reload the save and they're fine. \_(0,0)_/
-
Any veteran tips for the docking inept?
Gargamel replied to djr5899's topic in KSP1 Gameplay Questions and Tutorials
Until you get the hang of it. I use MJ routinely for docking, but I keep an eye out for it having issues. If it seems to be having trouble, then I'll step in and take over those more complicated dockings. I do some many dockings, it has become cumbersome to do them all manually. I do use a docking alignment mod to help me dock, Docking alignment Indicator. Helps me get lined up quickly and effeciently. Really helps with the keeping "up" as "up". There's also: Just depends on how you like the GUI. -
How To Mobile Refinery
Gargamel replied to Bakkerbaard's topic in KSP1 Gameplay Questions and Tutorials
Is the Navball level to the ground? Ie is it: (ignore the extra crap) If it's anything like: Or You're going to have a baaaaad time trying to steer. Make sure you probe core is oriented correctly, and is selected as "control from here". If you are using the MJ case for your probe core, the antenna needs to point forwards and be rotated down to be correctly oriented. -
What is your most facepalm-worthy moment regarding KSP?
Gargamel replied to MaverickSawyer's topic in KSP1 Discussion
Well, I just Derp'ed this one up good. Had to send up a replacement crew to my Minmus orbital station, old crew had already started the journey back. Sent up the ship, on it's way to Minmus. That was a few IRL days ago. Today, It entered SOI a coupe in game hours after a tourist ship did. The tourist ship did it's orbit and burned for home. I then thought the crew ship was also a tourist ship. Docked to the station to refuel for the return trip, and then they were on their way home too. It wasn't until I started my reentry burn did I realize who was on the ship, and why..... "Where are the tourists?? Why are there all these lvl 3 scientists here?? Oh.... " Sigh.... -
There is also the land, tip, pucker, and pray method. During descent: After landing, tilting, and puckering, and praying: Note how the gear on the engine stage is missing from one side, and the dorsal legs are lower than the lateral ones. This guides the base down upright. RCS thrusters or Engines mounted in the nose can help slow the tilt. If I wanted to land this Horizontally, I would put radial decouplers on each cuppola, and an engine on that. I would adjust the thrust limiters so the CoT was directly through the CoM, and add an upward facing probe core on the bottom. Then I'd just ditch the engines when I was landed.
-
Only bumping this cause you linked it in the other (current) thread. This is fine work.
-
About 15 years ago we had a series of storms here, a lot of people I know lost their homes due to floods. They had built in areas that had never been flooded before, and there was no thought that these areas would even been possible to flood. We got that much water. We had major highway bridges submerged for days. So while you can usually plan for flooding, sometimes it sneaks up on you. But building a home on an active volcano is a different matter altogether. You pay higher insurance premiums because of it. I used to work for a millhosue that would do home interiors for billionaires. If you weren't worth at least 10 figures, we wouldn't even consider you as a client. We usually charged around $250,000 per room, depending on the size and complexity. One of our clients last year was building on Fisher Island in Miami harbor (supposedly the richest per capita per area in the US), and this client had chosen to buy weaker windows that what we recommended. Now the windows they bought were good, but they were only hurricane resistant, the ones we were recommending were hurricane "Proof". 3/4 of the way through the project, that big hurricane hit Miami last year (I forget the name). Ruined the the place. So of course we got to charge them full rate for a complete rebuild.
-
KSP crashing (Heavily modded)
Gargamel replied to CodeFantastic's topic in KSP1 Technical Support (PC, modded installs)
That is odd. You say it's not memory, but what's your memory usage when it crashes? -
I get ya. I can see a wrap around radially attached part, a couple variants of it maybe so it would work nicely with 6 on a 2.5m part and 8 on a 3.75m part. The decouple action has a bit of force to it to get the pod clear of the vessel, and little SAS to orient the pod, and then a solid engine to de-orbit. The rest would be ballistic. Built in chute and battery to supply enough power for the maneuver. I like to build ships with aesthetics in mind, so a wrap around cradle that lines up cleanly with others would be nice. And heck, a little bit of code to automatically move all the kerbals to the pods and jettison them in sequence would be nifty. I don't ask for much do I?
-
Build A Rover Transport System
Gargamel replied to SnacklessKerbal's topic in KSP1 The Spacecraft Exchange
Good thread on this right here: https://forum.kerbalspaceprogram.com/index.php?/topic/156764-has-anyone-figured-out-an-elegant-way-to-carry-a-rover-to-the-surface-of-another-planet/ -
While it was technically in Alpha, it was a very much playable game, unlike a lot of Alphas out there. So for PR sake,I guess they marketed it as a Beta. But what I always found funny, the .90's introduced a lot of new game play, and then, if I'm not mistaken, they introduced a whole new atmosphere and other physics changes in 1.0, which really needed a few beta versions of it's own before being completely fleshed out.
-
The problem with that design is that it looks horrendous when you have 8 of them radially attached around a mothership.
-
Having a Wheel Problem
Gargamel replied to Boersgard's topic in KSP1 Gameplay Questions and Tutorials
A rover that small is going to be hell to drive on low mass bodies. Might as well make a BB8 analog by slapping a roll cage around a SAS wheel. -
If you are not learning anything in the class, and are pulling a top grade in it to prove it, I don't see the harm (to yourself) in keeping occupied by other means. I remember my Algebra 2 class, I never brought the book, did the homework in the 5-10 minutes I had before class from a book in the back of the room, got the tests done before the teacher had written up the key (She just started using my tests as the key. I once intentionally missed a question to see if she even noticed. She didn't). I would sit there and program Breakout or some other game on my graphing calculator during the lectures, and then sell that to other students. But if you are distracting other's or not staying on top of the course, then it's unacceptable to be doing other things. It's also a matter of respect to the teacher and the other students. If you are ignoring a teacher who is actually putting forth an effort to teach, then I also find that unacceptable. I wouldn't dream of doing this in my Physics classes, as that teacher was on the ball, and really trying to teach. But if they're like my algebra teacher, who just didn't care, then go for it. The respect does go both ways. */ can of worms opened /*
- 68 replies
-
- 1
-
-
- this forum
- blocked
-
(and 2 more)
Tagged with:
-
Do what I used to do in ultra light weight, ultra small backpacking tents. One points one way, One points the other. So the wider parts of the head/shoulders is beside the feet of the other. There is no 'up' in space :). You should make a re-entry version of this. One kerbal, little more rcs so there's enough to deorbit, and a chute. Make a nifty little escape pod.
-
KSPedia is empty ...
Gargamel replied to chateaudav's topic in KSP1 Technical Support (PC, modded installs)
Sticky at the top If you are in 1.4.x though, the logs have moved to someplace wonky I believe. Anybody got the info on that new location? -
Konstruction ports acting wonky
Gargamel replied to putnamto's topic in KSP1 Technical Support (PC, modded installs)
Is anything being clipped into the ships when you weld? that shouldn't but might cause an issue. Does the same thing happen in orbit? I'm wondering if being landed is stressing the joints, and one you weld, the stresses have to be recalculated and wonkiness ensues. -
Dealing with deprecated parts in 1.4
Gargamel replied to Duke Leto's topic in KSP1 Technical Support (PC, modded installs)
In all honesty, I think SQUAD won't be removing those parts from the game anytime soon. Yes, they are hidden now, so new ships won't have them, but I don't think they will go out of their way to break people's saves. So I don't think a save editing is worth the trouble. And probably not even replacing the crafts / parts in situ is worth it either. Just keep an eye out in the patch notes of future releases to see if Squad is removing the parts completely. If that happens, I'm pretty sure somebody will whip up a patcher to automatically replace parts in a save. -
Well, I'm not 100% sure on what exactly you are asking, but I'll try to answer both, at least to point you in the right direction. 1) You can try to use an older mod on a newer version of KSP. It might work, it might not. You'll just have to try and see. 2) You can try to take the source code and recompile the mod for the current version yourself. This would involve getting your hands on the API and such, but I'm not familiar with the details, so somebody else will have to point you in the right direction there. But again, this is a crapshoot. The code for the older mod may not be compatible with the current KSP, even with a recompile. If you do get it to work, I would suggest creating a fork and posting it in the mod thread, as there are surely others who want this too.