Sirrobert
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Everything posted by Sirrobert
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COSMIC Radiation
Sirrobert replied to Evilappleawsd's topic in KSP1 Suggestions & Development Discussion
There is no random factor in this game. So no random timer either. The devs want every difference in behavior to be the result of different player input. -
I expect that, 20 years from now, you'll be able to find this game in the GoG equivilant off the time yes
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Kerbal doesn't want to get rescued?
Sirrobert replied to Blasterfreund's topic in KSP1 Gameplay Questions and Tutorials
None of those tuturials switch to the Kerbal using the map screen -
Noones making you design your vessle in one piece though. If your rockets are big enough, it's easier to split it up in several launches and docking in space. On that note, select root functionaility really should be stock yes
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Increase default CONIC_PATCH_LIMIT
Sirrobert replied to Kasuha's topic in KSP1 Suggestions & Development Discussion
I'm pritty sure it makes no difference no. To change it you need to edit the setings.cfg file directly. You're looking for the line that sais "CONIC_PATCH_LIMIT". While you're at it, take a look at "CONIC_PATCH_DRAW_MODE", it changes how the trajectories are projected. Some people prefere other modes. Explanation on the different modes here On topic: We'll need to be able to change it directly in game at some point yes. Until than, I agree that increasing by 1 would do more good than harm, so do it -
To land on the mun
Sirrobert replied to MrSnappyTurtles's topic in KSP1 Gameplay Questions and Tutorials
Minmus is easier to land than the Mun. And most importantly: Quicksave and quickload royally -
I am so unqualified to be in charge of a space center.
Sirrobert replied to Bissotwo's topic in KSP1 Discussion
Just put on a white labcoat, and all the Kerbals will believe you -
Nuke engines are only usefull for big crafts that stay in space for a long time. They are very efficient, but they are also very heavy. It's not worth it if the rocket engine takes up half the weight of the entire rocket. So really big transfer stages, or, if you use Kethan/Karbonite, they are really usefull for ferrying mined fuel back and forth between Ground station and Orbital station (on worlds without atmosphere), or between Orbital stations. (also usefull as reusable aircrane with a docking port on the bottom)
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Impossible to build or bug?
Sirrobert replied to Agricola's topic in KSP1 Gameplay Questions and Tutorials
I suggest you get the mod Select Root. This will allow you to change the root of a craft after you already built it. With this function added, you can build your subassambly like normal, and when it's time to save, you switch the root (the new root being the part you attatch to the rocket. In this case, the docking port), and save. If you don't want to use the mod, just rebuild this subassambly, it's not to complex. In this case, the first part you place would be the docking port -
Fix for Contract Exploitation
Sirrobert replied to Busterundead's topic in KSP1 Suggestions & Development Discussion
High reward contracts come from having high reputation (which comes from doing alot of contracts) That's why you have those contracts. That said, the contract system obviously needs a little reballancing, it's only the first version. -
Just requesting clarification from one of the top bananas at squad
Sirrobert replied to r4pt0r's topic in Kerbal Network
It's official in that Squad said 'jup, that's the Wiki for this game guys' -
To see the results themselves, show display
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Is Squad Planning Full Recovery Ability?
Sirrobert replied to Sasuga's topic in KSP1 Suggestions & Development Discussion
Actually you're wrong in the asumption that Funds are a finite resource. Conctracts are indeed (currently) the only way to get them, but contracts are not finite. And thus, funds are not finite -
Make sure you quicksave every time before you go out to push again. A single mistake might end with your Kerbal floating just out of reach of the ladder without EVA fuel
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vessel didnt start, unable to launch
Sirrobert replied to diggzakk's topic in KSP1 Gameplay Questions and Tutorials
Please don't try to mingle 'stock play better than modded play' or vice versa into this discussion. There are players that like mods, and there are players that don't like mods. Personally, whenever I start a new game I always look to see if there are good mods -
what should I do next with my minmus base?
Sirrobert replied to peachoftree's topic in KSP1 Gameplay Questions and Tutorials
Do you have enough power to convert the Karbonite into fuel? (asuming it works like Kethan here, I have yet to try out Karbonite). If not, land a power module loaded with RTGs Hell, you could land a few Orange fuel tanks to fill up as you convert the Karbonite, and turn the base into a fuel depo. Your landers could land, refuel, and go in 1 quick action (unless offcourse you have your convertion station in orbit. Not sure what is more efficient) -
Save game Directory change
Sirrobert replied to custume's topic in KSP1 Suggestions & Development Discussion
So instead of creating a new problem and then coming up with a solution for it, just backup your saves when you uninstall You asked why KSP saves are in the KSP folder. It's because everything is in the KSP folder, nice and compact -
I believe it's in the planning for once the basics are done
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The Mystery of Hadming Kerman
Sirrobert replied to GeneralRich's topic in KSP1 Gameplay Questions and Tutorials
Yes, once you get within physics range, you can switch to him with [ or ] and control him