Sirrobert
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Everything posted by Sirrobert
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Will x64 get updated with .25?
Sirrobert replied to kc8hnz's topic in KSP1 Suggestions & Development Discussion
This is exactly why Squad didn't want to give us 64bit in the first place -
Persistent tracking station selections
Sirrobert replied to Poofer's topic in KSP1 Gameplay Questions and Tutorials
I don't think there is a mod that does this no. Atleast I've never heard of such a thing -
The difference is because part 0 now has an attatchment node. It has nothing to do with the fact if it's a probe or not. To properly test this: Rebuild the ENTIRE craft, exactly the same, but now use one of the batterys as root. You still won't be able to save as sub assambly. The ONLY thing that matters is if the root part has an open attatchment node
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Target Vessel Attitude Navball Marker
Sirrobert replied to Flexo's topic in KSP1 Suggestions & Development Discussion
What you want is navball Docking Alignment mod. It's a tiny mod that adds a small red dot to the navball. If you point at it, you're alligned. I believe Squad is planning to implent their own version of the enhanced navball, maybe they'll include this -
What is this memory consumption issue in KSP?
Sirrobert replied to JackCY's topic in KSP1 Gameplay Questions and Tutorials
Offcourse the 64bit version will become suported by mods, once Squad manages to get it stable. Noone wants a stable 64bit version more than mod users and builders. But so far, yes, you're better off using 32 bit with a little les mods About the Ram: This is the way they deceided. The alternative is that the textures would only load when you need them, which would mean a delay every time you click on a part in the VAB (rather than the streamlined thing we have now) and, even worse, a much larger loading time each and every time you switch to a different craft (and a loading time when you come close to another craft). And if you'd suddenly overshoot the limit that way, your game would simply crash. I'd rather just have the game tell me that it can't start, than crash when I try to dock -
Because Harvester wanted to make it
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What is this memory consumption issue in KSP?
Sirrobert replied to JackCY's topic in KSP1 Gameplay Questions and Tutorials
KSP is a 32bit program. The 64bit version isn't stable yet -
KSP Admin Building Staff Detailed In Shacknews
Sirrobert replied to The Jedi Master's topic in KSP1 Discussion
What, you guys don't wear Hazmat suits when you go out to talk with people? -
This is the mod you're looking for. SCANsat Regarding your Apolly style: you can do a single mission or an apollo style, however a single mission is easier. So I'd recomend you start with that. It's suprisingly easy to get to the Mun. Regarding your figure 8: That's actually what happends after you extend your orbit. You extend the orbit, your craft is then captured by Mun's orbit, and the resulting trajectory will look like a figure 8
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I think the 1.25m stage is the main problem there. Try a 3.75m base, and 2.5m as final stage.
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Wanted: Idiot proof SSTO
Sirrobert replied to Fail-o-matic's topic in KSP1 Gameplay Questions and Tutorials
Well techniqually, this is an SSTO, 30 tons payload -
Ok so this happened with purely unmodded crafts, but I do have alot of mods installed, so I figure it belongs here? As I was trying to dock a claw with another armed claw (I wanted to dock the other side to a station, I encounterd a crash upon docking. Docking in progress: http://cloud-4.steampowered.com/ugc/48734920077791224/7D4EC019D6A23BC709513B22F8D3B9E6DF6143B5/ Upon dock, the game froze, and the docked craft 'flew away' out of the screen (http://cloud-4.steampowered.com/ugc/48734920077626492/9DFBC0970833285B961928A3EA06A1DDF4A567C6/). When I opened the map mode, I noticed that the craft was not moving, while another station in orbit was moving. After leaving map mode, the entire game, and even the computer, had completely frozen. After a restart, I tried again, but this time, the 2 claws docked without crashing
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To better simulate the 'Rosetta' mission
Sirrobert replied to r4pt0r's topic in KSP1 Suggestions & Development Discussion
A smaller version of the claw, just for tethering, would be nice. The current one is designed for pulling/pushing, so it's a little overkill if you just need a tether -
Price to revert to VAB.
Sirrobert replied to ZodiaK's topic in KSP1 Suggestions & Development Discussion
Just turn it off if you don't want to use it. Stop trying to force others to play the way you do -
Also 64 bit version is unstable
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Do flags detract from the experience
Sirrobert replied to sreinmann's topic in KSP1 Gameplay Questions and Tutorials
That's brilliant. I'm stealing that idea -
You can enable part clipping yourself yes, but it can also happen on accident after docking (for example). The on accident cases are usually what cause. In the video you can also see that there is reaction wheel input on the craft, dispite SAS being turned off. Where are the reaction wheels located?
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Remap default save menu key combination
Sirrobert replied to CuAnnan's topic in KSP1 Suggestions & Development Discussion
They should probably just enable the save game button in ESC menu everywhere -
egg shaped orbits?
Sirrobert replied to Truxton Corp.'s topic in KSP1 Gameplay Questions and Tutorials
There is no need to perfectly circulize. Once you have a randevous with your target, you match orbit and you're done. Doesn't matter if the velocity changes, cause your matched orbit will change exactly the same -
COSMIC Radiation
Sirrobert replied to Evilappleawsd's topic in KSP1 Suggestions & Development Discussion
No, we are not at .24 out of nominal 1.0. Those numbers are version numbers, not decimals. The number before the dot is the release version (0 in our case, since the game isn't done yet), and the number after the dot is the version number. So .24 means the game is not yet released, and version 24. If they deceided the game was done tomorow, we'd go from .24 to 1.0. In fact, Squad has already said the game is nearing feature complete -
Sequals and immortality have nothing to do with each other
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Exactly. In much the same way, Kerbalnauts` spacesuit actually exoskeleton. Those that have such an exoskeleton become kerbalnauts
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COSMIC Radiation
Sirrobert replied to Evilappleawsd's topic in KSP1 Suggestions & Development Discussion
No it's not, it's tedious. But if you really want, just mod it in. TAC life support and Deadly Reentry both force you to carry extra stuf around. Knock yourself out. Just don't force the rest of us to do the same thing (which would be the result if it were stock) -
Counterweights though Tweakables
Sirrobert replied to HQtopgun1's topic in KSP1 Suggestions & Development Discussion
Sounds like you simply need to rethink how you design your rockets, rather than inventing another part to fix your improperly designed things -
COSMIC Radiation
Sirrobert replied to Evilappleawsd's topic in KSP1 Suggestions & Development Discussion
What part of 'there is no random factor in this game' was unclear?