

Sirrobert
Members-
Posts
2,630 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Sirrobert
-
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
Sirrobert replied to AlphaAsh's topic in KSP1 Mod Releases
This is awesome. Question: do the bases show up on SCANsat maps?- 2,488 replies
-
- launchsites
- bases
-
(and 1 more)
Tagged with:
-
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
Sirrobert replied to AlphaAsh's topic in KSP1 Mod Releases
This is awesome. Question: do the bases show up on SCANsat maps?- 2,488 replies
-
- launchsites
- bases
-
(and 1 more)
Tagged with:
-
R&D Node Cannot Upgrade
Sirrobert replied to bjakey's topic in KSP1 Gameplay Questions and Tutorials
If that doesn't help, please provide a screenshot of the R&D screen, so we can see what exactl you mean -
And what is the EFFECTIVE difference between recovering and loading up an exact copy, or recovering and loading it from your 'special map'? That's right, zero
-
You get less money the further away you land from KSC, because it costs funds to recover the craft. So the result of your suggestion would only add an extra step for those that don't want to reuse a landed craft, and do nothing for those that do (cause you SHOULD have already saved it anyway, so you can relaunch it)
-
Why are flags flights in progress?
Sirrobert replied to MerlinsMaster's topic in KSP1 Gameplay Questions and Tutorials
Yea, the solution is to update. Why the hell are you still on .23? -
Why no mod manager?
Sirrobert replied to CjStaal's topic in KSP1 Suggestions & Development Discussion
Actually, there is one http://forum.kerbalspaceprogram.com/threads/26031-Win-KSP-Mod-Admin-v1-3-11-%281-4-0-PR-15%29-Mod-install-with-a-few-clicks WTF are you talking about? Mods are already centralized, they all go in GameData, in their own folder The only mods that require other mods to work state so VERY clearly. And they either redistrubute the part of the mod themselves, so you don't even have to click a link and download something else, or they provide a link to the other mod. Big deal, now you have to download and copy paste 2 files to the same spot, instead of one. And you don't even have to bother about merging the redistrubed part of a mod with the rest of the mod if you already have it, cause that happends automaticly when you tell it to paste Also: A mod manager doesn't do anything to stop dependencies. Look at Skyrim's mod manager, there are mods there that require other mods, and the ones that do tell you. YOU have to tell the mod manager to download those extra mods. Which only replaces the TINY step of copy pasting the thing you downloaded, with activating it in the manager -
Same idea of being able to do whatever you can think of
-
So you want to lift the fuel you need to get from Eve to Kerbin FROM Eve itself... Good luck
-
How long you play KSP i mean the version
Sirrobert replied to Pawelk198604's topic in KSP1 Discussion
Cool, a time traveler -
How long you play KSP i mean the version
Sirrobert replied to Pawelk198604's topic in KSP1 Discussion
.20 I believe -
The Goo and Materials bay can only be used once per part. That's what that error means
-
Kerbals drifting away
Sirrobert replied to NERVAfan's topic in KSP1 Gameplay Questions and Tutorials
Yes, it has definitly increased for me to. Infact, I noticed that he will simply always drift upwards/downwards along the ladder, even after I move him back to the middle -
Yes, EVA controls are a bit wonkey when you want to rotate your kerbal
-
Guidance needed on Contracts for noob !
Sirrobert replied to Blinkinhek's topic in KSP1 Gameplay Questions and Tutorials
Welcome to the game! It actually explains the way to finish the contract somewhere on the discription. For engines, it says something like 'activate this part through the staging list to fulfill the contract'. So you reach the desired height and speed, and then you activate it by hitting spacebar. Note that you HAVE to use the spacebar here. Activating the engine through other means won't finish the contract For parts that don't go in staging, it'll say something like 'rightclick the part and select run test' Good luck -
In a scale of 1 through 6, how efficient are you?
Sirrobert replied to Commissioner Tadpole's topic in KSP1 Discussion
Eehm, you only need 4500m/s deltaV. Or do you have RSS? I don't know the numbers there -
You can fulfill the science from orbit part with a flyby, as the first step towards completing the explore contract
-
fuse the alt-record contracts into one
Sirrobert replied to KerbMav's topic in KSP1 Suggestions & Development Discussion
There are more than 1 altitude record contract? -
I don't know what game you are playing, but Kerbals would jump at a chance to get first row seats to watch explosions Nah, physics can only use a single processor core. Other tasks can still be put on different cores, it's just that physics itself can't be split
-
is this normal ? (adm. strategies)
Sirrobert replied to FajarTriRamadhan's topic in KSP1 Gameplay Questions and Tutorials
Outsource R&D sais very clearly: Take funds income, gain science for each funds spend. So you get less funds, and get more science from funds income (contracts). So yes, it's normal -
The Kraken is Kerbin's god. He likes to play with people like that
-
If you want to grab a big rock, I suggest grabbing it in outer space. The further away you are from Kerbin, the Lys fuel it'll cost, and you're going to need allot to bring home a big one