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KerbMav

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Everything posted by KerbMav

  1. I will be at home and ready to play at 1900 at the earliest, so I couldnt care less.
  2. Somewhere I read that if a craft is set to LANDED only the planetary coordinates would apply. So, if I were lazy - or rather wanted to simulate Kerbals constructing buildings without the use of rockets - could I put a building on the launch pad, stage once to "launch", edit it in the file to LANDED and just change its coordinates for the game to place it on the ground properly oriented "up"? Or is there a bit more to it?
  3. "mandatory": Editor Extensions Kerbal Engineer Enhanced Navball reworked aerodynamics Precise Node Alarm Clock Navball Docking Indicator - or similar alignment indicator Targetron - or list of vessels in flight map (like observatory) KSPX probe sized parts "wishful thinking": resources KAS and Robotics parts and functionality mapping Remote Tech Life Support
  4. Less thrust, less fuel/second, longer burn - right?
  5. Can you tell us anything about what would interfere with a mod and in which way?
  6. Part count and stability - although it would balance the shift of CoM.
  7. It is the first go at tweakables, either it will be in another patch or we will have to use mods/different parts for what we want to build. But actually it opens up a design possibility too: start a spaceplane with just enough fuel to reach high altitude and a bit oxidizer to reach orbit. Then fill it all up at a spacestation and off to other places you go. So, no need to carry up all the unnecessary fuel to orbit in tanks large enough for the voyage or squeeze in an extra tank for atmospheric flight only.
  8. Brought my Eve probe on its way, picked a maneuver node for my Moho probe in hope of a second pass in two months, milked Kerbol's high orbit for some more gravity readings.
  9. I deleted crew manifest and removed the texture compression mod - as it is intergrated into Texture Replacer now. No crash, but I only played once since.
  10. They were reminiscing about how the Kerbals came to life in animation and community driven background story. Also a 40% sale on website and steam was announced.
  11. Crazy speeds defines at speeds I never had to deal with before - at least not at bodies without an atmosphere or a moon to sling into orbit of the planet. Somehow I played a lot in Kerbins orbit the last three months, only landing on Mun once in a while, somewhat neglecting Minmus and shooting probes at Duna and Eve - only this week I tried orbiting Moho and did not have the 3-4000m/s dV to slow down, even though I launched at the time of a window.
  12. I have one since youtube coerced me into ... well I wasnt even logged in, but here goes google ... Thank you, it worked.
  13. Which archive ... ? The link presents a long list of different files for me.
  14. I already added the GPS function to all pods and probes ... if I just change that one number ... of course ... duh! Although I still hope for an easier way to give EVAs more options, a part.cfg for EVAs so to speak!
  15. I am torn ... although I like the realism-patch KIDS applies. It makes the engines burn a constant amount of fuel per second for less thrust while in an atmosphere instead of them burning more fuel while in an atmosphere for a constant amount of thrust - so this seems to level itself out somehow. In the end KIDS makes flying "easier" in space, but this was never really a problem anyway. On the other hand it makes launches a bit more difficult in the first 10-20 thousand kilometers. So, making the atmosphere more slippery with FAR and cor-real-ecting the stock behaviour of the engines with KIDS - does this make Eve takeoffs ... hmmm ... I should play more and think less? But is KSP not all about thinking about thess things?
  16. Although these maps never account for dV needed to get into orbit while coming in at crazy speeds ...
  17. "Hey, the following 24hrs can mean ... 10 seconds into that interval!!" Do not underestimate the crazyness of gaming addicts. Nice thought. Honestly: I will be most likely at work the hour it does get released and even after that I am not 100% sure I will start playing right away - at least not in all seriousness - until my most dear mods get updated/verified.
  18. I added Protractor via ModuleManager to every pod and probe, was just asking if this meant loads of wasted resources for crafts with multiple pods/probes.
  19. Is there a way to tell Gimp/ImageMagick to turn all PNGs into TGAs in all subfolders? Also, is this just stock KSP behaviour? Else it wouldn't make sense to recommend using TGAs, right?
  20. Shouldn't be, was below the maximum even before I installed rbray89's Active Texture Compression Mod.
  21. A Mainsail - freshly unlocked - gains 200+kN thrust in vacuum.
  22. Tried and managed to get this into orbit as a pure test - vertical, with boosters - but: no solar panels, no rcs, no docking/refueling ports, no comm systems, no landing gear, no atmospheric control capacity, no parachutes ... now, what to do with it? I also seem to miss an appropriate adapter to the rear?
  23. Those three were the latest additions/updates to my gamedata. KSP crashed with as of now no discernible reason. Logs: https://www.dropbox.com/sh/opfoo68t774ftv0/91sspAlDNg
  24. See that you do not loose any recordings!
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