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Everything posted by blizzy78
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Deleting specific parts without breaking the game
blizzy78 replied to Amoun's topic in KSP1 Gameplay Questions and Tutorials
You can just delete the parts you don't need, it won't crash. Be aware though that any vessel in your savegame will be removed from that savegame if it uses any of the deleted parts. Also, VAB/SPH craft files won't load if they use any of these parts. But other than that, everything else will continue to function as normal. As always, backup your savegames. -
You can't do this without mods, because a newly-created PPD-10 has only vertical stack attachment nodes. I'd advise to use the SelectRoot mod, which is extremely helpful for doing these kinds of things. - Create a PPD-10, and attach a radial attachment point to it. - Create a Probodobodyne OKTO2, and attach it to the radial attachment point. - Select the OKTO2 to be the new root (Ctrl+Shift+click it.) - Now Alt+click the radial attachment point to create a copy of it and the attached PPD-10. Note that the combination now has an attachment node where it was attached to the OKTO2 before. - Attach the copy to the other side of the OKTO2. - Select one of the PPD-10's to be the new root. - Remove the OKTO2.
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Just put everything in GameData\ into your GameData\ folder, and the stuff in saves\ into your saves\. Please note that when a folder already exists - such as saves\training\ - DO NOT delete your folder, but put the new stuff besides it. In the end, you should end up with GameData\blizzy\... and saves\training\E_RendezvousTutorial.sfs, all in addition to stuff that was already there.
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How do you stop a rover?
blizzy78 replied to Talonsin's topic in KSP1 Gameplay Questions and Tutorials
You, sir, seem to be a man of patience. -
Someone suggested to add a "Back" button to every tutorial page. Well the actual going back is not a problem, but I've also tried to restore the vessel's orbit like it was on the previous page, but I failed. I'm actually able to restore the orbit, but the vessel's position in the orbit does not get restored properly. So much for that plan :-(
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How do you stop a rover?
blizzy78 replied to Talonsin's topic in KSP1 Gameplay Questions and Tutorials
Hmm, I don't like removing wheels from the "Brake" group that much because when the permanent brake is active, they don't all brake because you removed them. -
How do you stop a rover?
blizzy78 replied to Talonsin's topic in KSP1 Gameplay Questions and Tutorials
Exactly, especially on lower-gravity worlds this can lead to disaster. It's better to brake by repeatedly tapping (not holding!) the key to go backwards, and only activate the real brake when the rover has come to a stop. -
Unfortunate parachute deployment
blizzy78 replied to McVegan's topic in KSP1 Gameplay Questions and Tutorials
Check the "Stage" action group, you might have accidentally put the parachute in there. Also, agreed about buying the game. -
Either the command pod is not facing the same way the ship is facing, or the engine is shut down.
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Can I edit my craft mid-orbit?
blizzy78 replied to Gijs's topic in KSP1 Gameplay Questions and Tutorials
Kerbal Crew Manifest -
His sketchbook has some more nice images of roving vehicles.
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[WEB] Online engine cluster calculator
blizzy78 replied to blizzy78's topic in KSP1 Tools and Applications
Works fine for me when I change the default settings to: - Payload mass: 1 - Max. TWR: 999999 - Min. boosters: 10000 - Max. boosters: 10000 - All engine packs activated. The result is a ridiculous TWR of 287, of course. -
Eww. Actually I don't like children. Like, at all. :-)
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As I wrote in the comments on SpacePort, would it be possible to add filter buttons and a search text bar? Those would be really helpful. Also, I don't find sorting by distance all that helpful. I usually give names like "Mun Mining Base" or "Ike Fuel Bus", so sorting alphabetically would be more fitting for me. Perhaps there could be a button to toggle sorting mode?
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Tried to use Procedural Fairings to recreate the Spacecraft Lunar Module Adapter on my Apollo craft, to no avail. I don't think it's possible with Procedural Fairings at this point because it always needs a base part as the fairing end point. The original SLA didn't.
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Right. I didn't want to incline it even more because of the longer burn time, and it might be easier to not get it down to zero. But I'll look into it again. I'll try to come up with those icons like with the other markers. Not quite sure what can be done here. I actually don't want to explain maneuver nodes all that much because it isn't a tutorial about those. Right. In the tutorial it is possible because I've specifically set it up like that, but an additional page explaining that you might have to wait is a good idea. Actually I chose being rather strict at that point. First, there's plenty of time to fiddle with the maneuver node at that point in the tutorial (I think it's about half an hour or so out.) You can also zoom in when dragging the node around the orbit to make even smaller adjustments. Second, it's rather easy to be too soon or to late on the braking maneuver, or not precisely hitting the target retrograde marker when braking - all that will increase the closest approach distance again. So instead of 5 km, you'll end up with like 7 or 8 or even 10. Also as before, not quite a tutorial about maneuver nodes. I specifically chose to ignore markers not relevant to the tutorial, in this case the anti-target marker. Hmm, the specific texts from the tutorial must be these: - "2. Throttle up to about 10-20 m/s relative velocity. This will bring us closer." - "3. To brake, rotate our vessel and point it towards the 'retrograde' marker again, then throttle up to bring the relative velocity down to zero." I agree about the first one, your suggestion makes for a nicer sentence About the second, it depends on the understanding of "relative velocity." If the player is sure about what "relative velocity (between two vessels)" means, the original text should be quite clear as it is. Thanks, I really appreciate the suggestions. Please keep them coming In making the two tutorials I really felt that it can be quite a challenge to come up with relatively short explanations and build up players' knowledge at the same time. There's only so much screen space, and you also have to cut down on information overload. That also plays into why I chose not to explain too much about maneuver nodes and irrelevant nav ball markers. Please do if you can spare the time. I'm always interested to hear other people's thoughts. Too bad the feedback on the two tutorials is quite thin so far. There have been quite some downloads, but not a lot of people have spoken up yet.
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http://en.wikipedia.org/wiki/Habitat
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[0.21.1] StretchyTanks v0.2.2 (updated 8-26-13)
blizzy78 replied to AncientGammoner's topic in KSP1 Mod Releases
That's great news, thank you. -
Can't undock a particular port
blizzy78 replied to Wallace's topic in KSP1 Gameplay Questions and Tutorials
Can't Undock Bug, How To Fix