Sirrobert
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KSP2 Release Notes
Everything posted by Sirrobert
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I think you'd get a cooler picture if you used texture replacer to get them out of the space suit btw
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No, if you input rotation commands they overwrite the SAS. Has been that way for a LONG time
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[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Sirrobert replied to TriggerAu's topic in KSP1 Mod Releases
You can change how exactly each form of auto alarm works, and what kind of message it gives. There is also a setting for 'message only', which does not stop warp. So you probably just have a bad setting -
Noob Moonbase - Some Questions
Sirrobert replied to Mancko's topic in KSP1 Gameplay Questions and Tutorials
When you connect something with a winch, you can choice between docked or not. I agree with simply putting a few simple panels on each building, that's always a good idea -
Fixing the Dirt Runway - Traction
Sirrobert replied to Alshain's topic in KSP1 Suggestions & Development Discussion
Enlighten an idiot here: What does traction matter when it's not the wheels that provide the speed? It's the engine that provides thrust, the wheels are only there to keep the plane up until it can fly. So what does it matter if they slide or roll? -
Revert to 1x Time Warp button.
Sirrobert replied to Starwhip's topic in KSP1 Suggestions & Development Discussion
Wasn't there something with crash risk if you suddenly drop out of super high timewarp? -
Can't be any more dangerous than sitting under a conventional rocket
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Wouldn't it simply be 'kin'?
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Noob Moonbase - Some Questions
Sirrobert replied to Mancko's topic in KSP1 Gameplay Questions and Tutorials
Radial Connecter points are fine yes. The links between that only have a limited lenght, but you can link multiple pipes tougether with ground pylons. They'll still be docked, otherwise they can't share power, but the only visual confirmation of that would be a pipe running along the ground -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Sirrobert replied to TriggerAu's topic in KSP1 Mod Releases
You don't have to worry during the Warp To function, it stops automaticly Yea it's awesome. Just warp at full speed towards any SOI change and nothing to worry about -
Node/Navigation Help Needed
Sirrobert replied to KBoy420's topic in KSP1 Gameplay Questions and Tutorials
Alternativley, if you grab the opposite handle (so retrograde if you want to go prograde) and push it IN, you also add prograde speed, but not as fast as when you dragged the prograde out. Further, as a more advanced, but cheaper version of Alshain's guide to get to Minmus, you could swap step 3 and step 2. So you'd first make a prograde manouver to get your orbit out to Minmus for an encounter. At this point you won't get an encounter, because the inclination is all wrong. That is the next step. AFTER you are on your way to Minmus, you will pass a accending/decending node. At this point, adjust your inclination to match Minmus. If you did it right, you will now have a close encounter with Minmus, if not a full encounter. Because you are moving slower during the inclination change (further away from Kerbin), it will be cheaper to do, and thus you save fuel. NOTE: this only works if you already have a feel for when where you should place the first manouver node (to get out to Minmus). This will come with experience. After you've been to Minmus a few times, you'll instinctively know where to start burning (same with Mun. Eventually you won't even need a manouver node to get to the Mun anymore, you'll know exactly when to burn) -
Well noone is going to be able to just GUESS the solution without indication of the what it looks like
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I make extencive use of debug menus wherever they are. Usually it's to prevent tedium. Like I design a new Mun lander, take it for a spin, and upon going home, find it ALMOST had enough fuel to make it home. Rather than leave Jeb on the Mun and launch a new mission to get him, I chalk it up as a mental loss, and enable inf fuel to get home. And offcourse when my asteroid grabber keeps jumping in and out of Kerbin SOI, I infinite fuel burn away from the SOI, than into a horrible angle to capture the asteroid. Stuf like that. I do the same in other games. For example in Skyrim, when I am about to die because stupid me attracted to many enemys, and my last save is 30 minutes ago. I'll just god mode kill them, and the effect is the same as if I'd have had a quicksave just before the encounter and redid it. A mental loss, but atleast I don't lose half an hour of play
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Why is my orbit changing by itself?
Sirrobert replied to airelibre's topic in KSP1 Gameplay Questions and Tutorials
Yes but if you left it on a full night in this orbit, it would have skimmed the atmosphere on each pass, which explains the differences -
Center of Lift confusion
Sirrobert replied to Sirrobert's topic in KSP1 Gameplay Questions and Tutorials
I see. I gues that's what I was missing than. Thank you. -
Center of Lift confusion
Sirrobert replied to Sirrobert's topic in KSP1 Gameplay Questions and Tutorials
But that it's fine without the wings, and without nosecones -
First of all: This is in NEAR, so not stock aerodynamics. I'm asuming this is relavent. Ok so I have stumbled upon a very confusing aerodynamical oddity. My rocket, which is perfectly symetrical and ballanced CoT, has an offballance Center of Lift. Since I REALLY do not understand aerodynamics, I was hoping someone could explain. Pictures: Build with 3 way symetry, the craft is perfectly ballanced without the wings, but offballance WITH the wings. The wings, which are symetrically placed, somehow throw the thing offballance
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That depends on the situation. Here we are talking about an internet forum about a game about little green humanoids and exploding rockets (o and rocket science). Gender is not a contributing factor for discussions about those things, so you might aswel not concider it
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KSP - game or simulator?
Sirrobert replied to ArgenTum's topic in KSP1 Suggestions & Development Discussion
The thing is, in Minecraft you start with nothing and work your way up to stuf. Just like our career mode -
Fuel Transfer Question
Sirrobert replied to OscarJade's topic in KSP1 Gameplay Questions and Tutorials
No, docking ports should not matter. Ships are either docked, or not. Crossfeed also doesn't matter for manual transfer, that only defines weither fuel drains from tanks above the docking port when an engine below the port is consuming fuel -
What would the cosmic background radiation look like...
Sirrobert replied to Navy2k's topic in Science & Spaceflight
That's not what the big bang is. AT ALL This video explains it: -
Fuel Transfer Question
Sirrobert replied to OscarJade's topic in KSP1 Gameplay Questions and Tutorials
Alternatively, if you are on steam you can take a screenshot with F12. Than when you close the game, you have a window open with all the screenshots you took, and for each one the direct option 'upload' Than 'view online', (opens a new screen), click on the picture (opens a new window), rightclick the picture, 'copy URL' Than paste that here -
KSP - game or simulator?
Sirrobert replied to ArgenTum's topic in KSP1 Suggestions & Development Discussion
Wow, that is what it used to look like? Sounds aweful -
I love it. This would actually make it possible to plan transfers ahead of time. If you have to use regular manouver nodes, it's always based on where the planet is at that moment (or you have to go forward a thousand orbits, but that's not viable)