Sirrobert
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Posts posted by Sirrobert
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If it is the same problem as the bug from back in beta, back to space center is the only fix.
Use quicksaves instead of revert. It's better to revert back to just before you crash than all the way back to the start anyway
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Did you transfer Jeb to the lander can BEFORE detaching it? If there's no Kerbal, you can't control it. Mechjeb is not a probe core.
As for a smarter way to do it: You can use [ and ] to switch between ships in the area
And a smarter way to transfer Kerbals: Click on the hatch. You get a list of the Kerbals in the associated Command pod, with a button EVA and Transfer next to it. If you click Transfer, it highlights all the available commandpods. If you click on one, the Kerbal transfers to it. No need for EVA
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So CKAN started crashing for me today, and I have no idea why. Hope someone can help me
Crash report: picture Error report is in dutch, but I'm asuming actual names of errors are the same so it's still fine.
EDIT: Problem solved by reinstallation
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Another thing that has bugged me for quite a while:
During the initial phases of career mode I totally understand the new Kerbal recruits are basically idiots, unable to do all but the simplest task. But later on when your tech level increases and KSC develops new recruits should be more skilled as well.
Tier 1 buildings should start new recruits at level 0. Level 1 for tier 2 and level 2 for tier 3. Tracking station for pilots, R&D for scientists and perhaps VAB for engineers.
That way it will no longer take multiple missions to Duna and Jool to earn the required experience to learn some basic skills.
I like that. Perhaps upgrading the crew building making trained Kerbals available for expencive hire
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I believe incremental increases on part preformance was in intial plan for skills, but Squad deceided that it was stupid. I agree with them
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I am running Realchute, and noticed that the game's engineer report (that warns you if you forgot something when building) can't register parachutes anymore (example).
Is it possible that this mod does that? It's not to big a deal but it is a little annoying
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Possibly because of your radially attached boosters? The extended physics bubble now means it's possible to chute them up and have them fall safely down for recovery. It might be that, does clicking to expand it out give you any more info?
It also happends when it's ONLY a pod and parachute
Are you using realchute? I have noticed the same warning message after I installed it. I would probably post the same bug report in the mod's thread so it can get fixed.I am, that might be it
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I keep getting the 'missing parachute' warning dispite having parachutes (screeny
Am I missing something? It's not a big deal, but it is confusing
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Hello,
I'm having trouble with this mod. I use the career version (have to unlock modules as normal), but it still unlocks all Mechjeb functions from the very start.
I double, tripple, ect checked, and I'm absolutly using the career version, but the problem stays
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What IS a Peristaltic thruster?
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You can't rotate the wheels as well as the support. If you rotate the gear 90 degrees, the wheels touch the ground at 90 degrees.
There's an example picture in the original post.
That's why you rotate it just enough to put the wheels square on the ground...
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That's what the rotation tool is for
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The easiest way would be to go the indirect route. Save money, instead of generating it.
Setup a refueling station in LKO, and supply that with a mining operation on the Mun, or Minmus. (it's really cheap to move large quantities of fuel between LKO and Mun/Minmus)
Launch your interplanetery ships empty. This saves you money in a number of ways. First, it's empty, so lighter, so easier to launch (cheaper to launch). Secondly, you don't have to pay for the fuel in the transfer stage.
Dock the transfer stage to your station, fill it up, and send it on it's way
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You are right, I did.
What happens if I extend them all then transmit ? Will one of them be stuck in retracted position again ?
Yup. After transmission the one transmitting will retract and get locked again
It's pritty stupid, and I hope they fix this
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How would one go about this with an interplanetary vessel/tug? If your orbital velocity is around 4000/4500, you come back to Kerbin and this higher alt aerobraking manouvre is not sufficient to capture your orbit even with retro thrusting.
Had this in 0.9, two weeks before the 1.0 release and I now wonder how the heck I would have succeeded such manoeuvre in 1.0, without disintegrating the whole ship.
You can do more expencive and longer aproach that leaves you with less relative orbital velocity on arival
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This adds extra thought in a mode called realism, in which you need to plan more thoughtfully on how your orbits look like, your orbits for your satellites can remain if you place them correctly or use a different mode, in the realism mode there should also be a random chance after a few game years the satellites parts will malfunction and break, it makes it interesting and means that satellites have a reason to be visited for repairs, though its cheaper to send a new one out and put the earlier one in a decaying orbit...
That only makes it tedious as you have to constantly maintain your ships. It doesn't add any challange, only work
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Guess they just made it work like monoprop.
What did you use for making that picture?
Monoprop is stopped by no-crossfeed parts though right?
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That's odd. I didn't play yet, waiting for mods. But that must be an oversight
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.20 was when I joined, so that gives me a little nostalgia
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Yeah, nice "sale" we have going on there
The joke is that it used to cost 29.99 anyways.
Early acces/beta is cheaper, because you aren't getting a full product
One of the more annoying things I come across with "anti-early-access debates" is "Updates are too slow, I'll be 80 by the time the game finishes". A typical game takes well around 4 years to complete, sometimes longer; yet the children who buy the game act as if they're entitled to the developers releasing updates on their schedule; sometimes even going so far as to demand their money back and make a big fuss on the forums about it. While you do have the "take the money and run" syndrome, you also have the "I can't take this pressure anymore."No doubt a large part in this is kids seeing a new Call of Duty (or Assassins creed, or whatever) each year, and asume it only takes a year to make a game.
Not concidering that those games are build by gigantic studios, and probably also take longer than a single year
In related news, steamcharts reports a jump from the usual 2-3k people playing to 17k after launch.
The current lowest of the day is around 6k
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I once modded a mod in Skyrim. Added an enchantment from 1 mod to a pair of Boots from another one. I was very proud of myself.
The people that make these masterpieces are awesome
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Kerbal Alarm Clock is a must have for everyone
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Well he is a tourist. It'd be prity insulting to ask tourists to man the ship.
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You have to use a real gravity turn now.
Starting from 1km up, SLOWLY turn sideways and you'll get to orbit
Need some advice on modular landers...
in KSP1 Gameplay Questions and Tutorials
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You can always fix to high thrust by manually reducing the max thrust of the engine. Right click the engine, and reduce the thrust limiter to a more managable number. Especially usefull for high TWR ships where you want fine control