

Gus
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Everything posted by Gus
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Rocket explodes in mid flight.....?
Gus replied to kerbonaut101's topic in KSP1 Gameplay Questions and Tutorials
A picture might be better for now -
[0.23.5] TreeLoader - Custom Career Tech-tree Loader 1.1.5
Gus replied to r4m0n's topic in KSP1 Mod Releases
I think Yargnit has the start parts right. You don't want to be launching no stupid probe on your first mission. How dramatic is that? Secondly, strapping Jeb onto a solid rocket booster (or more) with a TWR over 5 at launch is perfect. I'm playing at "half-science" (regex) rewards. -
I don't think Squad spent a lot of time on their tech tree, knowing full well that modders would spend countless hours developing their own. When Squad next updates the tech tree, they will be able to incorporate all of the ideas uncovered by the modders. [Edit: Full credit to them developing a good moddable system though.]
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Strange rotations and solar panels limited?
Gus replied to ElasticRaven's topic in KSP1 Gameplay Questions and Tutorials
I've noticed that if I don't turn on ASAS before I go on an EVA, the ship will develop a rotation making it difficult to get back into. What is the capacity of your batteries? -
Cannot recover any vessels even after landing them.
Gus replied to Toro's topic in KSP1 Gameplay Questions and Tutorials
Yeah, "recovery" here refers to collecting a ship that has returned to Kerbin (like with aircraft carriers 'n stuff), not to recover a stranded ship. -
Yes, when gravity kicks in everything "falls" until it gets "supported" and bounces back up and settles (or breaks off or collides with another part causing failure). It is best to start with smaller simpler ships or else you won't be able to figure out what's going on. It's also good when launching a fragile vehicle to not start at full throttle but at around 75% and then throttle up immediately. This reduces the "jerk". Also, if you could post a picture, that would be helpful.
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[0.23.5] TreeLoader - Custom Career Tech-tree Loader 1.1.5
Gus replied to r4m0n's topic in KSP1 Mod Releases
I tried it with 1/3 values but I found my progress was too slow. At original values, progress is too fast. Tomorrow I'm starting a 1/2 value game. -
[0.23.5] TreeLoader - Custom Career Tech-tree Loader 1.1.5
Gus replied to r4m0n's topic in KSP1 Mod Releases
This mod is way better than the stock version. Much more interesting set of parts, at least for the first few ships I've built. Thank you. -
This is in the Wiki under controls, and also in-game in Settings.
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Gosh, that was quick. Thanks for making these up. I'll test them out.
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Antenna thoughput, typo or my misunderstanding?
Gus replied to SaturnV's topic in KSP1 Gameplay Questions and Tutorials
So they are mislabeling a value as it's inverse? -
I just glanced at ScienceDefs.cfg. I'm not going to look at it again for quite some time as it contains (as it points out) quite a few spoilers. Now if someone were to make up such a file, that would be great. Even better would be a set of files for easy, medium, hard, etc. difficulty levels.
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In general, the 2.5 meter parts are 2x2x2= 8 times heavier and more powerful than the 1.25 meter parts. (With many exceptions)
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Ya know, I'm gonna try this out. It's crazy that we can make orbit first flight. [Edit: Of course Gagarin might take issue with this.] Maybe fuel tank stacking could become an acquirable technology.
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If you know what you're doing, you can race though the technology tree pretty quickly. Also, we've found that if you transmit data multiple times for the same observation, you can get practically as much science from it as you would have if you returned it to Kerbin. To slow your progress, limit yourself in these ways: Allow yourself to transmit data from an observation ONLY ONCE. Allow yourself to research ONLY ONE (or 2) new tech(s) after each mission. This will stifle your advancement, but give you many more challenges as you crawl your way through the tech tree.
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I just flew to the moon and back without landing. I couldn't open my chutes when I got home because I had no power, apparently. Am I missing something? I made it home in under 18 hours. It looked like 24 batteries would easily be enough charge. As far as I know, my sputnik pod was the only thing consuming power.
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Gus replied to cybutek's topic in KSP1 Mod Releases
Add these two lines to the part files to get them working in 0.22. TechRequired = start entryCost = 0 This is the Engineer7500 part file with the lines inserted: PART { // --- general parameters --- name = Engineer7500 module = Part author = CYBUTEK (Code) || Keptin (Part) // --- asset parameters --- mesh = model.mu texture = model000.mbm rescaleFactor = 0.8 // --- editor parameters --- TechRequired = start entryCost = 0 cost = 500 category = Science subcategory = 0 title = ER-7500 Computer Flight Unit manufacturer = CYBUTEK Solutions Ltd. description = The ER-7500 goes back to roots with the Kerbal Engineering System. It combines the Build Engineer and Flight Engineer into a single unit, using the latest in magnetic tape technology. This unit has been proven to be at least 1x10^-5 times faster than a standard hard drive. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 0,1,0,1,1 // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0 // --- standard part parameters --- mass = 0.000001 dragModelType = override maximum_drag = 0 minimum_drag = 0 angularDrag = 0 crashTolerance = 15 maxTemp = 3400 MODULE { name = TapeDriveAnimator useBakedAnimation = false minReelSpeed = -30 maxReelSpeed = 30 speedStopZone = 10 speedDeadZone = 2.5 speedChangeAmount = 30 minRepeatTime = 1 maxRepeatTime = 6 repeatTimeDenominator = 8 reel1 = geo_reel1 reel2 = geo_reel2 reel1SpeedRatio = 1 reel2SpeedRatio = 0.75 lights1 = geo_buttonSet1 lights2 = geo_buttonSet2 lights3 = geo_buttonSet3 lights4 = geo_buttonSet4 lights5 = geo_buttonSet5 lights6 = geo_buttonSet6 lights1Speed = 0 lights2Speed = -2.5 lights3Speed = 2.5 lights4Speed = 10 lights5Speed = -15 lights6Speed = 17.5 } MODULE { name = BuildEngineer } MODULE { name = FlightEngineer } // ----- DO NOT EDIT BELOW THIS POINT ------ } } You may have to go to the research center to activate the part. -
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[0.23.5] Hollow Structures & Hulls (Updated: 2014-04-09)
Gus replied to Alskari's topic in KSP1 Mod Releases
Welcome to the forum. Sure, which ship from which post? I have a large collection of ships from play-testing these new parts. If anyone wants a type of ship's .craft file, let me know. Here are some more screenshots. -
[0.23.5] Hollow Structures & Hulls (Updated: 2014-04-09)
Gus replied to Alskari's topic in KSP1 Mod Releases
The game became unplayable when it stopped producing a "world view". The interface was there, but just black behind it. Also, the legacy parts do not load since they are not in the mod.