-
Posts
7,562 -
Joined
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Gargamel
-
Well considering I'm using ForScience! also, I don't think I will feel too bad about it. Thank you. I'm outa rep for the day, so if anybody could kindly throw some his way for me, I'd be grateful.
-
No biggy. Just figured you might want to know....
-
MalwareBytes is listing u.cubeupload as a known malicious website. I'm not overly concerned about it. My malware is catching a potential threat, be it real or not, and it let's me know when you have posted in a a thread! lol.
-
No, that's pretty much how the old KSC looked. KSC 2, as we have it now, is very similar to the original. The pic you show is pretty spot on, aside from the grass clipping through the Mun. You couldn't build big (wide) rockets back then, cause they'd hit the tower upon loading or launch. You also couldn't reposition the craft in the x/y plane in the VAB to scoot it over away from the tower either.
-
Oh @sarbian........
-
I was able to read the post, think "Ah, it is fixe..... nope".
-
Early planes didn't have radar altimeters, they used the mark 1 eyeball. They didn't become prevelant till after WWII, even though United had some of it's planes using it just before as terrain avoidance. But I see it like the ability to EVA or use manuever nodes, it's another unlockable to give the game a little more reward feeling to it. If it's low enough in the tech tree or building upgrades, the player shouldn't encounter that many scenarios where a radar altimeter would have made a difference before they unlock it. All that said, though, if radar altimetetry is unlockable, having an altitude display in the flight screen doesn't make that much sense without one. Barometric altimeters for atmospheric flight sure, but knowing down to the meter your altitude over the mun?
-
I have a @Kerbart Kerman, a Mister Kerman, and a Billybart Kerman.
-
The Expanse Rocinante Replica (Stock)
Gargamel replied to MiffedStarfish's topic in KSP1 The Spacecraft Exchange
Absolutely gorgeous! I am sorely missing some stock parts if I can't find the Epstein drive....- 8 replies
-
- 1
-
-
- the expanse
- replica
-
(and 1 more)
Tagged with:
-
IS there a mod out there that will let me access the science Archives from the R&D building? It's a pain to have to switch between flight/tracking views and back to the R&D building to find a LZ on a planet/moon that I haven't done science on yet.
-
Message Duration settings
Gargamel replied to pandaman's topic in KSP1 Suggestions & Development Discussion
Or at least the functionality of One window, so you can go back and look at the logs of the messages. Sometimes there's too much spam to read them all. -
There should be, if you click "changelog" in the spacedock page, it will list past versions.
-
Say Hello to The Rep Grand Group! [07/19/16 UPDATE!]
Gargamel replied to Endersmens's topic in Kerbal Network
Geez, and for the longest tiime I thought that sig emblem was for ingame rep.... LOL.- 929 replies
-
- 1
-
-
- reputation
- forums
-
(and 1 more)
Tagged with:
-
CubeUpload has been triggering my malware from your sigs. Just an FYI. I don't get that with any other user here.
-
Betcha they added it intentionally to test out launching craft from the Mun to make sure it 'worked', then forgot to remove it.
-
Try One Window. I love it. https://forum.kerbalspaceprogram.com/index.php?/topic/108704-14x-dmagics-modlets-ksp-14-updates-3-25-2018/
-
Hate going down this road, but, it appears to be a custom engine, not Unity, Devs didn't have the resources to build a custom engine back in the alpha days. Maybe for KSP 2 though......
-
Not running 1.4.2. Running 1.3.1. Ckan is keeping all my other mods compatible with 1.3.1, but forcing the 1.4 snacks on me.
- 933 replies
-
I'm kind of a noob with CKAN, but I'm still playing 1.3.1, and CKAN is telling me that Snacks 1.9.0 is compatible with 1.3.1, while spacedock shows 1.8.7 is the last compatible. CKAN installed 1.9, and I'm getting zero effeciency in all my modules, the snacks resource is still present, but none of the buttons are available. I don't know if this is an error on CKAN's end, or in the Snacks listing. I'm going to manually downgrade to 1.8.7 and apply the patch listed above in the thread for the over zealous use of EC.
- 933 replies
-
MinMus Orbital Station: Animus.
-
This has been persistent over many versions of the game, with different mod loadouts. While in the VAB, sometimes if I drag a stage group, or items from a group, they don't drop into a new/existing group correctly. The items are usually placed in the staging sequence, but the icon is placed out of whack on the screen, blocking the view of the staging sequence. Usually launching the vehicle cleans it up and I can see what stage the items have ended up. Recently, in 1.3.1, the rogue icons are persisting outside the VAB, into launch, and sometimes back to the KSC screen. I don't have any screenshots of it yet, but now that I'm mentioning it, I'll try to get some. Also note, that in the last couple weeks, when the icons have gotten worse, my gaming mouse has started to act up, and the debounce on the button is going bad, simulating double or triple clicks where it is only supposed to be a single click. (causing havoc with KAC in particular, where I end up deleting 3 alarms instead of the one I intended) This kind of coincides with the persistent icons, but is not exclusive to it. And yes, I have switched mice.
-
How to build working propellers?
Gargamel replied to Lego_Prodigy's topic in KSP1 Gameplay Questions and Tutorials
Pure stock, there's been a couple recent threads, and I know there's some tutorials in that subforum. Have a peek there. But if you're up for a mod, Firespitter has a bunch of propellers for your use. -
Along with commnet building, like Snark says, I have also played games where I have Space Elevators. I will put a station or satellite in KSO which represents the top of the elevator, it will be built to resemble as such. I will then build a craft, with certain restrictions applied (size and mass), and launch it. I will then hyperedit it to a rendezvous orbit with the KSO station. I keep a "space tug" docked to the station, and it can go collect the lifted craft if they aren't self powered, for docking and construction of bigger craft.