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Everything posted by Gargamel
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Huh? What event in a stock game takes 500 years? That's why time warp exists. If the warp will take longer than what you are willing to sit through, use KAC.
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Considering the number of players using CKAN, I think we might have heard about it before. More info is required. Which KSP version, Which Ckan version. What mod did you install. What mods did you already have installed. What exactly do you mean by lost all your data?
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Aside from when you are You can't ask for an increase in ambiguity while complaining about ambiguity.
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When you alt-F5 to name your quick save, try naming it something you will remember. Like a quick description of the scenario. It's easy to do and I do it all the time. For regular F5, i'm fine with it only keeping the last one I saved. There's a reason there's F5 and alt-F5. Hmmmm.... if it's so easy, try it yourself. Write up the code and submit it to Squad. Or at the least do it as a mod.....
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mobile processing lab question
Gargamel replied to putnamto's topic in KSP1 Gameplay Questions and Tutorials
My MJ, hyper edit, auto pilot, For Science!, Vessel Mover, KER modded game looks at you and sneers. :D. Well played. (Psssst. I use KEI, and it thought that was cheaty too :P) I only sneer cause I'm jealous. -
Career mode: fixing what's broke
Gargamel replied to Pthigrivi's topic in KSP1 Suggestions & Development Discussion
Perhaps having 3-4 stock variants of the tech tree that are selectable at game launch. Allows a player to select the style of path they want to play. While we know this is a contentious issue, @HebaruSan had a wonderful idea to include a tool that forces you to do the math, but has all the tools needed to do it easily in game, with a low profile GUI. I much prefer this method, as it keeps the educational aspect of the game intact, while still making it more playable for everybody. Hear Hear. I have no issue with MN's as they are now. That said, I haven't used any mods for it either, so maybe I don't know what I'm missing. But the fact that I find MN's to be completely fine tells me this should be a low priority, but I won't object to work being done on it. OK, I saw this before reading, and dang you, I spent a few minutes trying to find this screen. This would imply there is a competing space program. Now players want to play that one, or figure out the story behind it. I haven't played with USI yet, but I believe it's a non-simple LS mod, yes? I play with snacks, as I wanted a LS mod, but wanted to keep it simple. I think that should be the basis of any LS implementation into stock, simplicity. One resource that is consumed over time based on the number of kerbals consuming it. A simple converter to recover/create new resource. And a penalty for a lack of the resource. I know USI is a glorious mod (spoken in @Kottabos voice), but it may be a bit much for a stock implentation. Stock fuels are simplified, electrical is simplified, everything is simplified vs their RL counterpart, a stock LS should be too. Well put post. -
What is your most facepalm-worthy moment regarding KSP?
Gargamel replied to MaverickSawyer's topic in KSP1 Discussion
So, I usually breeze through the main menu, go straight to load game. But the other day I noticed the "Addons and mods" button. That is new (for me), having just installed 1.3.1 last month. It may have been there before, but I never noticed. So I click it. Nothing. So I click it. Again and again and again and again. Then spam click. Still nothing. Load my saved game, flip over to my Browser while it's loading. AHHH Where did all these tabs come from!?!? -
Oh it did something, you just didn't notice..... It's a slow, cumulative thing, you need to do it over and over and over. Like the Doctor and the Wall.....
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Ding!
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That sir, is what I call Kraken bait. All those ports just add part count and induce wobble. First off, the ports are connected to the same ship, so they won't dock to each other. Ports only work on separate vessels. I might be wrong here, somebody might have figured a work around for this, but... KSP ships are built in a tree. All parts can follow a single path back the root part. IE all parts are connected to a single part, but any single part may have many parts connect to it. A single part may not be connected to two parts at once. So when you have part of the ring assembled, all the parts can trace back to the root by a single path. But when you try to close the circle you are giving the parts 2 paths to the root. In essence the parts of the circle are connected to each adjacent part. KSP doesn't like this, and will refuse the connection. Try building it in the VAB and you'll see. Now it may have changed, back in the day this was the way it worked. It may have changed since then, but I learned it that way, and I've always built my stations to obey this rule. Any time I've done a circular station like this, I build it in quarters. So I'll have four spokes from the core, then each spoke has one quarter of the ring attached. The last part of each quarter has a strut that connects to the next quarter. If you position the parts very closely, you will barely see the strut. Circular structures like this in stock, I usually build entirely on the ground, and then launch as one piece, carefully. (Again, noting, this is old school KSP talking, I might be outdated here...)
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If you want to control them both at the same time, you might be out of luck. There are autopilot mods that will allow you to fly a formation of planes together, but I don't think they'd work so well for falling boosters.
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Try this: https://forum.kerbalspaceprogram.com/index.php?/topic/173371-how-to-get-old-versions-of-mods/
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It's not just the major things that break mods, it can be tiny little things. If they slightly change how a function call is handle by KSP, then the mod will behave differently than intended. So the mod makers need a chance to update or recompile the mod for the update, and then test it out to make sure it still work as intended. Think of it like this. If a car, built last year, used 16" tires, but this year's model used 16.25" tires, if you put last years tires on this years car, the car will still work, but the speedometer and odometer will be off.
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Most likely. The second best Nerd holiday.
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A solar orbit just outside kerbin's SOI wouldn't be that hard, GOAP is a very doable thing there. A retograde sun skimming orbit is something else entirely. So yeah, some pics would help.
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Of all the weekends for your MB to die.... How you got it flowers before it goes....
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If 6 of your friends jumped off a bridge, would you? The answer is yes. If 6 of my friends jump off a bridge, they probably have a dang good reason for it, and I'm probably better of to follow suit. Jokes aside, we have a workshop. It's called the forums. And we have CKAN to do auto installs if that's your thing. I find the Steam workshop to be cludgy and poorly designed, depending on the game. I like the combo of Ckan and the forums much better.
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WooooHooo! Grats @Spaceception!
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Such a bad pun for a bad pun.... I like it.
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Yup, slow down. Most likely your TWR is too high, but you also have a throttle for slowing down. I like to keep my acceleration under 20 m/ss, but that's hard to do in stock. But the G meter on the Navball will tell you your acceleration, just keep throttling down to keep the G meter under 2gs of force, and you shouldn't encounter explody burny ships. That number may have been accurate for an older version with a different atmospheric makeup, but the logic is still sound. I remember seeing that number back in version .18 when I started, so I don't know how accurate it is anymore. While they're not wrong, completely, you are most likely doing a gravity turn at launch. So you are spending a lot more time in atmo than if you were launching straight up and taking a hard left at apogee. You need to balance drag and gravity losses on your ascent. That's what I do. I limit their thrust so I get an overall TWR of 1.7 ish at launch, and keep my throttle back as I mentioned above to stay under 2g's. But as the SRB's burn fuel, their mass is decreasing, increasing their TWR. So while they are burning, they are becoming the complete opposite of dead weight. But when they're done burning, ditch them boosters, as they are now useless. Other's will come along with more detailed and much better and accurate replies, but this is how I fly, and it works for me.
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mobile processing lab question
Gargamel replied to putnamto's topic in KSP1 Gameplay Questions and Tutorials
Yup. Yup. Huh? I think you are asking does it do science while you are in the VAB building something else? No it doesn't, because time is not passing while you are in the VAB/SPH and a couple other buildings. It does pass (and hence Science!) while you are in the tracking station or KSC view. A really good bit of info (if possibly dated) on the science labs and how they do the science stuff is the wiki: https://wiki.kerbalspaceprogram.com/wiki/Mobile_Processing_Lab_MPL-LG-2 -
Unless I'm building an Ion based probe, I really hate to have my ships have less than a .2 TWR. The higher the TWR I can have without losing efficiency, the happier I am. The problem with low TWR craft, as you have discovered, is the burn time. If you are in a high orbit, and doing a transfer burn, this is not a problem really. You'll get to where you are going, eventually. But when you are entering the SOI of another body, and have to do the circularization burn, the amount of time you are required to do this burn may be more time than you have. At best you'll have to do a series of burns, with your first one enough to achieve orbit, and the rest at periapsis to lower your apoapsis. Another issue with long burns times is your starting altitude. If you are in a low enough orbit, and the transfer burn is long enough, you might end up burning towards the moon for too long, and come perilously close to it's surface. You can use physics warp while burning. Alt-. to increase your physics warp. This shouldn't wreck your ship, but YMMV. If you are having kraken issues with a physics warp, try the KJR mod, redesign the ship to have less ports, or use the Konstruction mod docking ports which are weldable. The Konstruction ports will be removed from the ship when you weld them, increasing the stiffness of the ship.
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- hight burn
- burn time
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