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Everything posted by Gargamel
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Ahha! Fair enough. I forgot to consider topography when drafting my egocentric comment!
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Get lens cleaner and a lens cloth. Spray and wipe all glass elements exposed to the air / dust. If after a thorough cleaning you are still getting issues, give it a gentle shake. Listen for any loose elements inside. If you suspect something may be loose inside, gently take the telescope apart and don't lose any pieces! Fix anything that needs fixing, and try again. Now I'm confused. Either you go to bed REAL early, or you don't live on Earth. It's a full moon tonight, which usually mean it comes up as the sun goes down. Of course, I'm a night owl typing this at 0330 local time, so, I can't be one to judge.
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Since I'm outa likes, I'll quote you here. Stuttering is most likely from garbage cleanup, not auto saves. Get Memgraph and use it. RTM and it will speed the game up considerably.
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Without derailing this thread too much more, if You want to continue this discussion more, ping me back over in the original thread. But once you start modding, you might add some stuff that are very power hungry.
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For a more exploration and discovery in KSP
Gargamel replied to mustard's topic in KSP1 Suggestions & Development Discussion
What are you doing with the other 4 minutes? -
See, there's. the kicker for me. Up until, last summer/fall, I was a sandbox player. Maybe I just got used to sandbox being the ONLY mode available in the game, and I never tried career. But this is only my second career play through (I believe), and it's the second just cause I finally decided to update to 1.3.1 when 1.4 dropped, and I didn't want to lose stable mods. So being a new career player, I'm stuck in that "Do all the things!" mode.
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Thinking of picking the game up, how is it?
Gargamel replied to Soapstone's topic in KSP1 Discussion
Or F1 for non steam users... -
I really enjoy the SCOTUS ones, but on their own. I understand they are playing them to give you a taste, but they may do it too often.
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I guess.... If Kerbin is infinitely big, then for practical purposes, I guess it would be flat. But then it would be the size of the entire universe, so there would be no "up", or space, or anything to do but go sideways.....
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Safe to add more mods?
Gargamel replied to HeliosPh0enix's topic in KSP1 Technical Support (PC, modded installs)
If you install a mod to test it out, don't like it, and don't have any new crafts depending on it, then it's ok to uninstall it. But ARS is completely right. Bad things will occur if you remove a mod that is in use. -
But But But..... There's things to do!
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CKAN is not associated with SQUAD. It requires the individual modder to enable their mod to be listed there. Some modders choose not to list their mods on CKAN, or the official mod site Curse, or on spacedock. Why would Squad commit resources to a feature that a significant number of users would not benefit from? It would only fracture the community.
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Free for your particular ship. I've had ships that my rounding error led to loss of power, at that warp. It depends on what else is using electricity.
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Thinking of picking the game up, how is it?
Gargamel replied to Soapstone's topic in KSP1 Discussion
And welcome to KSPA. You're now an addict and we're here to support enable you. -
KAC is a wonderful mod. I really couldn't live without it. So thank you @TriggerAu. BUT..... I'm getting no where in game. I haven't for the past couple versions. Before I started using KAC, like v .2x, I would launch a mission, and fly it to completion. I had no other choice, other than to miss manuever nodes and such. I made it Eve, Jool, etc. I did all the things, but one at a time. Now I'm sitting here, waiting for a Duna transfer window to launch the first round of probes, and I see I have 43 days left. So I think I'll send some tourists on a tour of the local moons. Well that takes 20 days or so. So I launch another one while the first is on it's way from the Mun to minmus. Oops, now I gotta harvest the science from one of my stations. Hmmm... more time to kill, I'll send up more tourists. Oh now it's time to rotate the crews of the various stations I have. Oh those crews aren't all level 2 yet? Ok when they get back, send them on a tour of the moons. Aight, now I'm preparing for the manned Duna mission on the next window. Time to build the mothership (I use life support, so I build big interplanetary vessels). Ok that's built, time for a shakedown tour of the moons. Oh look, more time for tourists to the moons! Build a space hotel? Ok..... I'm not getting anywhere, by doing so much. Sigh....
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Some of the older episodes are weak, as they were finding their style, but I have yet to find an episode I didn't like. WNYC has a couple science focused podcasts available, if that's your thing (obviously is LOL). I listen to them for the story telling, not the subject matter. They have made every topic they have covered interesting to listen to.
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Radius of a sphere works in all directions, including "up".
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Safe to add more mods?
Gargamel replied to HeliosPh0enix's topic in KSP1 Technical Support (PC, modded installs)
Usually, it is safe to add a mod. But some mods are known to break ships or saves. I believe Kopernicus will break all your solar panels already in flight. Read the Mod thread thoroughly (or at least the OP), and do search for "broke" within that thread. Some mods, like Final Frontier, are underwhelming when added to a game already in play, especially if you are a ways into it. You lose a lot of the joy it brings from early game accomplishments. Again, read the thread. Most mods will work in 1.4.x across the board, but some don't. -
Some do, some don't. Easy fix. Transfer the saves via LAN or Mem stick. You mean, like the the mod sub forum? Or Ckan?
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Coding challenge. The KSP engine apparently won't allow disc shaped planets. Cause, physics, ya'know?
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[1.2.x] Contract Configurator [v1.22.2] [2016-12-16] - Add-on Releases - Kerbal Space Program Forums It has a variety of contract packs you can plug in to customize the experience. With the tourism contract pack, I have gotten sub orbital and LKO contracts even though I have a regular Mun-Minmus tourist route established. I would assume the contracts for Kerbin SOI will still appear even if you have gone beyond it.
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Thinking of picking the game up, how is it?
Gargamel replied to Soapstone's topic in KSP1 Discussion
FYP -
On the asteroid you bring into orbit around the Mun. Far more efficient to do this than shuttle ore/fuel to and from the surface. I've had difficulty making a Mun ISRU setup efficient enough for regular use, so I just bring a class D or E into orbit around the Mun, and shuttle the ore/fuel down to the station with a tanker. I don't use the asteroid as the station itself, cause I've had stability and ships loading inside the asteroid issues in the past. Probably not the answer you wanted to hear though.
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Two issues that come to mind that might solve your original issue: 1.3.1 Konstruction ports sometimes need to be rotated to dock IME. So you can line up perfectly, but if they're off 90*, they won't dock. Playing with the rotation settings will fix this. Also, Konstruction ports are not compatible with regular ports.