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Sirrobert

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Everything posted by Sirrobert

  1. What, you don't check the tracking station to see what flights you have going on when you reload a save you forgot about? Cause reloading an ancient save you forgot about is the only scenario I can imagine this being a problem
  2. You're right, but you are missing a few points. First, the game isn't done yet, so there are features that probably will come, but aren't there yet. So when people say 'there's a mod for that', they usually mean 'yup, and until it's stock, here's how you can enjoy that effect anyway'. The thing is, most of those extremely popular mods have already been suggested countles times, so another suggestion isn't going to have any effect on the development of that feature. The devs know people want it. So it's not really worth discussing again. So since most suggestions boil down to 'I want x effect', people point the suggesterer to the fastest way to get x effect.
  3. Brings up the debug menu. Basicly the concole, that effectively lets you cheat. Infinite fuel, hack gravity, that kinda stuf
  4. You can turn off the ability to use stock parts in the dificulty settings before you start a game
  5. I'm not sure anymore, but I believe that the contracts indeed required the minimum Kerbals to indeed be present in .25 (with the Fine Print mod, which is what this is based on)
  6. Yup, that's how you secretly learn stuf. You're just playing around and one day you realize that you know orbital mechanics. Than you talk about your playing on the forum, and suddenly you realyze you know the theory behind it. It's scary
  7. RAM has nothing to do with how smooth it runs. If it runs out of RAM, it crashes. It's all or nothing in that case How fast this game runs is based on how fast your CPU is
  8. Sometimes. When I send out a craft to catch an asteroid, it's usually only a small push out of Kerbin's SOI and then coasting right next to the border. This often causes the game to mess up and randomly throw my craft back into the SOI, completely messing up everything. If that happends I turn on infinite fuel and burn FAR out of the SOI, then turn around and do a VERY expencive course correction to catch the asteroid (followed by a VERY expencive velocity match, because the encounter is all skewed offcourse)
  9. I imagine they'd be highly needed when/if recources ever get somewhere. And I agree, some deltaV readouts would be extremely usefull, and a perfect role for the engineer
  10. I imagine they'd be highly needed when/if recources ever get somewhere. And I agree, some deltaV readouts would be extremely usefull, and a perfect role for the engineer
  11. Actually the Jumbo is such an advanced craft that it has autopilot. In KSP terms, it has very advanced probe core build in
  12. I think the level 1 KSC would look alot better if the buildings weren't all so far away. It's just so glaringly obvious that the buildings are supposed to be upgraded. Now I realize that it has to be this way because the building locations are still the same for all levels, it's just a different model. But they could do a much better job of hiding it if they ditched all the roads that don't go anywhere. For example, ditch all the roads outlining the eventual R&D center, and it'll actually LOOK small
  13. In the future, instead of taking a picture, click F1 to take a screenshot of the entire screen (essentially a photo). Then upload this screenshot with tinypic.com (or a related site. There are alot of upload sites). Alternatively, if you use steam, you can take a screenshot with F12. When you close the game, there will be a screen that lets you upload the screenshots directly. After upload, hit view online, right click on the screenshot and hit 'Copy Page URL' Then paste that link here so we can see it
  14. Yes, but since the orbit still crosses that off the moon, it will eventually encounter the moon again, and get another gravity assist. And then it can again get kicked out, or kicked in even further and crash into the planet. Or just get some weird ass new orbit and get another chance at getting kicked out
  15. Try matching apoaps and periaps first. Now note where the projected orbit and the actual orbit intersect, and put a manouver node there. Manipulate this to match the inclination
  16. I haven't played yet, so this might not even apply, but I might have an idea to fix some off it But what if all Kerbals had level 0 skill in the classes they were not specificly trained in? It'd make sense if they all do have some basic understanding off all systems. Though now that I look at the list of things they can do, that seems to be uterly useless for everything but pilot skills
  17. This looks really cool. Does it work with groups of radially placed boosters (in symmetry), that you individually add fuel lines to? (where you'd have to identify and split the stack of decouplers in the staging menu)
  18. Personally, I take a tiny probe core, put the engine ontop of that. And then build a rocket under that to take the entire monstrosity up to the required hight. Then hit space to fulfill contract, and let the whole thing crash
  19. So this is still being updated dispite already being intigrated in the game? Damnit, and here I was hoping to shave down on my amount of mods
  20. Well that's odd. So it just broke off some wings?
  21. That is very impressive. I still haven't even landed a Kerbal on Eve. The place scares me
  22. In all seriousness, the Devs are Mexican, and thus speak Spanish.
  23. Show us some screenshots. We can't just guess what the problem might be based on 'it explodes'
  24. Well techniqually you did see the grass grow. It just wasn't enough for you to register it
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