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Everything posted by KerbMav
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Mission Timer is ALWAYS Yellow
KerbMav replied to DSM92's topic in KSP1 Gameplay Questions and Tutorials
Would the aggressive version of this mod also enhance performance in the game? http://forum.kerbalspaceprogram.com/threads/59005-0-23-Release-2-15-Active-Texture-Management-Save-RAM-without-reduction-packs! Would actually be a cute feature in the grasslands ... -
just wanted to show off my minmus mining base
KerbMav replied to psyper's topic in KSP1 The Spacecraft Exchange
Without my tanker, didnt get to play KSP today, but still - havent unlocked the big parts yet, as since the drills wont pump Kethane without me watching, I saw no reason for big tanks, will just fill it into the tanker directly. Some one even left the fuel line lying at the ready! -
It is a Unity problem, not KSP/Squad.
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Copy/Paste from a google hit that wont open on my office computer ... "A general rule of thumb is to launch when your target is just rising in the west (unless your target is in a retrograde orbit)."
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just wanted to show off my minmus mining base
KerbMav replied to psyper's topic in KSP1 The Spacecraft Exchange
Apart from the impressive designs and clever use of parts - I am always telling myself "they used mechjeb for sure, noone can land so close to another structure ... or they at least took several tries themselves ... Waiting for my tanker, and should I be able to land it safely, I will post a shot here too. -
Harnessing the Kraken: Eeloo in 11 hours!
KerbMav replied to Comrade Jenkens's topic in KSP1 Discussion
Sometimes it seems to me that rotating solar panels somehow create movement ... It definitely did for the big ones on my infamous space station - but I think that was something completely different. Ah, so that is why they parked the Orion on the bottom of the sea ... -
Project Idea: Dyson Sphere?
KerbMav replied to Apophis775's topic in KSP1 Gameplay Questions and Tutorials
Someone up for writing a program that writes/edits a persistance file - adding the same craft to the same orbit just a few meters distanced from its neighbour - creating a satellite ring? Map mode might work out - getting closer might fry the CPU. Rendering distance: If I were to built (hack into orbit) a craft as long as the rendering distance, when would it appear in front of me - what if double the rendering distance? -
Maneuver node to the Mun
KerbMav replied to fastbikkel's topic in KSP1 Gameplay Questions and Tutorials
Your predicted path will show you if you pass infront or behind the moon, if you are unsure about the direction you are going in you can look at the times at which you will arrive on the different markers. Actually getting your craft on the exact same path you planned with your maneuver node is not that easy. 1. You will have to split your burn time to before and after you arrive at the node. (e.g. for a 1 minute burn, start 30 seconds before you arrive at the node) 2. The predicted time needed for the burn is not always exact. 3. Burning more/less then needed is not unusual - better to not watch the beauty of the craft burning in the last phases of the burn, but watching your orbit in map mode, throttling back. 4. Adjustments/course corrections may still be needed though. -
Cute flag you have there! And I am always amazed how a little bit of paint can change look of a rocket and make even the simplest starting tech designs look special again. Where is the fuel tank from? My Duna escapade with all its ups and downs has accumulated into a storyline worthy of a crew report, I think. So should I ever manage to finish the actual mission (with the untested crew return lander ... *shiver*) - and I hope to do so next week - I shall gather all my random screenshots and report back. In short: Kethane base established, tanker on its way, Duna crew anxious to get going.
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The closest I ever came during a launch was 15km or less - so just a little target reticule zooming above me while climbing out of the atmosphere. It is usually the last stage (orbital insertion) that lures me with its siren song "I still have dV in my tanks, take me with you to the stars!" and ends up with a periapsis anywhere from 28 to 85km ... But I recently had my share of post-rendezvous "fast shadow flashing over my departing craft" after undocking and leaving to other places ...
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Could we get an update to this post regarding the changes in .23, please - specifically how to set the "un-transmittable" portion of the total science points to be gained by an experiment? (Not the transmission efficency, but I read that some science points are only ever obtainable by a return mission, or am I wrong?)
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
KerbMav replied to rbray89's topic in KSP1 Mod Releases
Get a cup of tea and do not touch your computer until it is done. Worked for me. Although I did not launch the game again after that, got pulled into STO for that sexy Romulan ship Q has to offer this time. -
[1.1.x] Kerbin Date Calendar Redux (Version 1.5)
KerbMav replied to nuclearping's topic in KSP1 Mod Releases
Is this correct, you are using the old obsolete historical legendary plugins folder in KSP root instead of putting everything into your own mod folder under gamedata? -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
KerbMav replied to TriggerAu's topic in KSP1 Mod Releases
Maybe in cooperation with this mod? http://forum.kerbalspaceprogram.com/threads/68270-0-23-Kerbin-Date-Calendar -
HotRockets! Particle FX Replacement + Tutorial
KerbMav replied to Nazari1382's topic in KSP1 Mod Development
So the alternative cfg from the first post is no longer needed? -
Okay, so now what…
KerbMav replied to THobson's topic in KSP1 Gameplay Questions and Tutorials
This should keep you busy for a while. Take a look at KAS, you can link different things with fuel pipes, the become one craft in the process, sharing power and control etc. Else you enter the hell of docking while on the ground, with parts having different heights depending on weight of the structure and suspension of the landing legs/wheels. -
It is not a perfect replacement for a docking camera, but I think it is sufficient and the smallest of the docking helper mods I know of. http://forum.kerbalspaceprogram.com/threads/54303-0-23-Navball-docking-alignment-indicator-v2
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Mission Timer is ALWAYS Yellow
KerbMav replied to DSM92's topic in KSP1 Gameplay Questions and Tutorials
I read somewhere about dedicating one processor core to KSP exclusively - other then that: sure, less software running in the background has always freed up resources for other programs. During launch and in low orbit over Kerbin I too "get the yellow" - especially during launch of big rockets until a few stages are gone and with the ocean visible ... -
Maybe just create a part of your own with this mod - that I finally should get around to try out myself ... http://forum.kerbalspaceprogram.com/threads/38577-0-22-UbioZur-Welding-Ltd-2-0-Playtest-5-Now-In-Game-Tool
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Now-defunct-thread-that-should-not-appear-in-google-search.
KerbMav replied to Cilph's topic in KSP1 Mod Releases
I more and more concur, the "active vessel" was an issue from the beginning - giving every processor/probe core its own ID/name and targeting a specific probe core maybe? How does RT handle name changes after docking maneuvers anyway? (Maybe I missed something?)