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Everything posted by Gargamel
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Not only will this help you in game, but it's a very pertinent life skill. The vast majority of people will end up loading a moving truck or trailer at some time in their life, and it's good to understand how to load one. As a medic, I have responded to quite a number of trailers that got loose due to poor loading.
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I use turbotax, and every year, I am amazed at how easy they make it. The "sign this and that" section is more work than actually doing the taxes. I might be the only person online with a chronic stutter while typing. I do this all the time. Lemme guess though... You did it all by spreadsheet and abacus. And another thing, I have always contended that the hardest date to write out is your birthday, but not the birth year. Like the expiration date on your license. It's almost unnatural to write anything but your birth year. I've have medical reports (ex medic) get rejected by insurance companies because I wrote a date 3 decades previous to the actual date of the report.
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Every year I swear I'll do them early, get my refund, be a happy camper. I always forget about about them. And here I am, doing them morning of..... Sigh.
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I remember there being a discussion about the hypothetical creation of such a mod, but I don't ever recall it coming to fruition. Dig through the suggestions forums, 4-6 months ago (I think), you might find it.
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The Equatorial Minmus Challenge
Gargamel replied to Superfluous J's topic in KSP1 Challenges & Mission ideas
Ah, don't close it, this will be one of those challenges that get an entry every few months. -
Have you ever done something really cool completely by accident?
Gargamel replied to severedsolo's topic in KSP1 Discussion
Been there done that. Do the interplanetary burn, set KAC to the SOI change, notice it's for only 5 hours from now, map view, Dangit! Once testing a new probe in the same manner, I ended up with a <8 km flyby of the moon at >3 km/s orbital speed. -
When in doubt, RTFM.
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Do you use probe components to de-orbit large booster stages?
Gargamel replied to Markus Reese's topic in KSP1 Discussion
Well, when the OP was written, I don't believe we had many if any mods for recovering stages, so planning your ascent vehicles to stage so you could recover the parts was a thing. Now with certain mods, the stages will be automatically recovered for you, if the right preparations have been made. -
This can be helped by redistributing the braking forces. If your rover tends to nose wheely when braking, reduce the braking force in the front, and increase it in the back. I usually prefer to run with at least 20/80 Front/Rear braking. Also, I've found that turning off steering in the rear wheels helps increase your turn radius, reducing flipping. But if you have long trains of wheels, you almost require rear steering, so this can become moot.
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Karman Crossing Challenge (Stock or mod)
Gargamel replied to Andetch's topic in KSP1 Challenges & Mission ideas
A challenge that requires a separate challenge just to figure out the scoring system. -
Changing the KSP Engine
Gargamel replied to KondzioVirtual's topic in KSP1 Suggestions & Development Discussion
Well put. If they do change the engine, it will be for KSP2. -
But it's integrated into the stock game. If Squad wanted to make the probe OP, they would have done it by now. If you want to make changes to the parts, feel free to do so and release it as a mod. What graphic and site are you referring to? The only pics I saw were of the claw. If you provide specifics on to what you think should be done to the part, that would be helpful.
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We may have found another 'Oumuamua.....
Gargamel replied to _Augustus_'s topic in Science & Spaceflight
Looks at username.... hmmmmm...... -
In my experience, Kerbals do not start consuming snacks until they have been activated. By that, I mean you have switched to them or the pod they are in. I have kept a to be rescued kerbal in a pod for months without getting to them, and they did not consume anything (there isn't any on the ship to start with) nor did I get any warnings they were out. But once I have switched to the pod, I start to get warnings. I believe the clock doesn't start ticking till the first time you take them "off rails", which normally would be the launch of a vessel. So now, I never view view the pod/kerbal until I'm within docking range, and by then, I'll have them onboard before they want their first meal. @Angel-125, This would be an interesting (optional) feature to include. Spawned rescue missions would start consuming snacks from day one, and the pod would be fully stocked at contract acceptance (currently I've noticed the pods are empty, even the ones I've rescued within hours). These kerbals could have an adjustable consumption rate, as they would be rationing their food. Another idea then too. Add a "rations" option. This would probably be a major overhaul, as it would require the addition of a GUI element on the right click menu of the command pod, but it's something to think about. Enabling rationing from a command pod would reduce their food consumption. 1/2 rations would knock all kerbals down a level of functionality, 1/4 rations 3 levels. After retuerning to full rations, the reduced level would persist for a percentage of the time they were on rations, say 10%. This would prevent a player from sending an interplanetary mission on 1/4 rations, then upon changing SOI's, have fully functionality right off the bat. If the ration time was 100 days, then they would require 10 days to come back to their full level.
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Vessel chutes have specialized mechanisms for deployment, explosive bolts and such (I don't know specifics, but I do know they just don't pull a cord inside to release them). This would require a engineering training to repack. This I think should be changed. Story wise, if a Kerbal has to be level 3 to use one, the training involved would assumedly include how to pack one. If a lvl 1 Kerbal could use one, I could buy not knowing how to pack a chute.
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Auto stage has been working fine for me for years in planes. Make sure your drop tanks are the fist (or next stage) to go, set your fuel flow (or use a mod) to make sure the drop tanks are emptying first, and then use Autostage. Planes will draw from all tanks evenly if it's liquid fuel, so you really have to drain those tanks before the others.
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Trouble uploading animated GIF file to forum
Gargamel replied to Klapaucius's topic in Kerbal Network
I've always used Giphy for gifs. -
CommNet still functions even disabled
Gargamel replied to hanhan658's topic in KSP1 Gameplay Questions and Tutorials
Is it still working, or does it just appear to be there? Are you losing control of your ships when out of range? Or is it just drawing connection lines on the map with no impact on gameplay? -
Given I am on a metered internet connection, I try to watch how much I'm downloading. So, will the 1.4.3 update require a redownload of the DLC, or will previous downloads still work?
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Reversing orbital direction?
Gargamel replied to CrashyMcCrashFace's topic in KSP1 Gameplay Questions and Tutorials
While still cheaper than a $2000 Hamburger, a $828 Hamburger is no bargain. But if you are deadset on one mission to nab both, flying out to the edge of the SOI is your best bet. If you have the fuel to spare, go for it. Just leave enough for at least the direct return, or you'll need an even bigger rescue vehicle. -
IVA for the external command seat.
Gargamel replied to The Flame Cat's topic in KSP1 Suggestions & Development Discussion
I refuse to believe this, even if it is wishful thinking. I can only hope the devs do pop in here from time to time just to see whats out there. They probably can't/comment as it would be taken by some as confirmation a feature will be implemented, as those people would be upset when it's not immediately added. The devs have to have a "wanted feature" list floating around somewhere, it's just a matter of priorities as to them being able to work on it. -
Bug report: If "Auto Deploy Solar Panels" in Utilities is already checked when loading a vessel on the launch pad, the panels will not deploy when reaching 70km, not using ascent guidance. Unchecking and rechecking the option works fine, deploying the panels. Loading a vessel on the LP, and then checking a previously unchecked ADSP in utilities works fine. Panels were inside a fairing that deployed at 70km. Ascent guidance does not have this bug, previously checked ADSP works as intended. /O/ MJ 2.7.0 in KSP 1.3.1 Tracker: https://github.com/MuMech/MechJeb2/issues/1017
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Golden. Really not sure which one I'd rather be on.