Kimberly
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Everything posted by Kimberly
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Because otherwise the whole thing becomes silly. Plot any straight-line course to a planet's current position, warp, and you're there. You lose a huge aspect of the game that way.
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Building a good heavy lift vehicle
Kimberly replied to Kevin W.'s topic in KSP1 Gameplay Questions and Tutorials
Those particular ones are from MechJeb, but you can get similar stats from Kerbal Engineer, which will probably be more useful if stats are all you want (MechJeb has a lot of other stuff). -
That sounds interesting, and a more realistic suggestion. That is multiplayer, though.
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Surely co-op mode is multiplayer?
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[0.20] RemoteTech: Relay Network – V 0.5.0.1
Kimberly replied to JDP's topic in KSP1 Mod Releases
It's something a few people have brought up before, but I think it would be great if you could reconfigure the mod so that not all satellites can relay signals. It is quite jarring that my GPS network (in a 3-hour orbit around Kerbin) can broadcast to my satellites on the moon! I'd rather be forced to have dedicated communications satellites. Perhaps make it so that the stock probe cores can receive signals, while a RemoteControl module is necessary to relay signals. You can achieve a similar thing by not installing the compatibility patch, but that means the stock probes don't need a signal at all. Also, a bug report: a shed stage with an antenna on it is marked as a probe rather than debris, even if it has no RemoteControl module (and is therefore uncontrollable). -
Inputing Landing Coordinates From Mapsat Into Mechjeb
Kimberly replied to Hiatsu2k8's topic in KSP1 Mods Discussions
I wonder if you could make Mapsat scan Jool or Kerbol, though. Both of them do technically have a surface, albeit a weird/invisible one. You should probably use the Mapsat 4 developer build that's out. Anyway, the first block displays north or south, with negative numbers being south. The second block displays east or west, with negative numbers being west. In Mapsat 4, at least, these are longitude and latitude that should work the same in any other program that uses coordinates. The thing to watch out for is whether units smaller than a degree are listed in minutes and seconds, or whether they're listed in decimals. 1 arcminute = 1/60th of a degree, and 1 arcsecond = 1/60th of an arcminute. (Arcminutes are denoted with a single ' and arcseconds with a double ''.) Mapsat uses decimals, I don't know what Mechjeb uses. But -10.8, 25.2 degrees means 10.8 degrees south and 25.2 degrees east. 10.8 degrees can also be written as 10 degrees 48 arcminutes, 25.2 degrees can also be written as 25 degrees 12 arcminutes. -
If you purchased it before April 1st, you're entitled to free expansions. If Steam doesn't record a date of purchase, you'll need some other kind of evidence to establish you bought it before April 1st, but that doesn't take away from Squad's obligation to make good on their promise at the time of sale. As for mods, you'll probably have to deal with the usual restrictions Steam imposes regarding e.g. installation location, and you'll definitely want to turn off auto-updates, but you should still be able to install mods. Steam doesn't make earlier versions of the game available, though, so you should be careful and save your previous version when updating, just in case the update breaks a mod.
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It is considered bad practice in science to base statistics off of few data points. And gee, one is awfully few. Water and an oxygenated atmosphere means "Hey, we should investigate for life!" because we know quite certainly that life there is possible, but we have no real idea as to the likelihood of it.
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A sandbox has no inherent goals. Sand can be terrific fun to play with, but you have to decide whether you want to build a sandcastle or mud cakes or a quicksand pit...the sandbox doesn't care.
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Having checked out the file, it seems every part on the ship remembers what its mission flag is supposed to be. I would guess that the flag Kerbals plant depends on the flag remembered by the command pod they left. If so, you could dock and separate two ships while retaining their respective flags. I'm not sure what the point of your ship's thermometer or engine having a mission flag specified is, though.
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*eyeroll* You are familiar with the concepts of immersion, imagination and speculation, I hope.
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I wasn't aware flags were saved on a per-ship basis...that presents a problem, because I changed the main flag, but when I plant a flag it's still using my old one. How do I change the ship's mission flag while it's already on the Mun? I'm not averse to file editing. Edit: Nevermind, figured out how to edit it myself.
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Suggestion: might it be possible to have an "unlocked" mission flag generator, that allows you to arbitrarily combine bodies? For example, a mission flag with a large Kerbin and a small Duna, showing mighty Kerbin's conquest of the red planet. The current set-up also makes sense, so should probably be toggle-able.
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Quick question: if I switch e.g. from a Mun mission flag to a Minmus mission flag, will the flag I planted on the Mun show the new flag, or keep the old flag? Also, a meta-question: would it be a good idea to have a main "quick questions" thread? It would be more convenient than making a new thread for every question that can be answered with a single post. It works pretty well on the Paradox forums.
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Any orbit with an orbital period of 6 hours. For Kerbin, like Elkar said, that's an orbit with a semi-major axis 2868.75km. You'll probably want to use a plug-in like Kerbal Engineer, which will show you your orbital period; it's far easier to get a slightly eccentric orbit that has the right period than a perfectly circular orbit at the right altitude. Note that a geostationary orbit, which remains in exactly the same position in the sky, also requires an inclination of zero degrees relative to the equator. If your orbit is inclined a bit, then when viewed from Kerbin your satellite will have an analemma, moving across the sky during its orbit although remaining over roughly the same spot.
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[0.20] RemoteTech: Relay Network – V 0.5.0.1
Kimberly replied to JDP's topic in KSP1 Mod Releases
The 0.21 version of RemoteTech will make the menu summonable and dismissable from a small icon below the mission timer, which also has a signal delay clock next to it. Look for the screenshots earlier in the thread; it's pretty cool, and essentially looks like it's part of the stock GUI. -
The cool thing about Mapsat is that it actually scans the planet. It should be able to handle new planets, or existing planets with new terrain, without any updates being necessary. You may need to enable "Auto-update Hilo.dat" in the Kerbalpedia settings; it determines the maximum and minimum altitude, and is thus necessary for proper map display.
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Would it be possible to add a "control from here" right-click option to fairings? It would be helpful if the elements you'd usually select that from are covered by a fairing, preventing you from having to fly with reversed controls until you're ready to release the payload.
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You can use rocket parts in the Spaceplane Hangar, just take the root part and use the WASDQE keys to turn it so that it's oriented upwards. You'll start on the runway, but can launch just fine. That aside, all you have to do is move to the .craft file to the VAB folder if you want to be able to load it in the VAB.
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Star Citizen and Kerbal Space Program...the rest of the space games can just give up and go home!
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They work like any other rocket. If you put a Sepratron on the side next to your main rocket and point it down, the thrust will be pulling the booster inwards and make it more likely to hit your main craft. You need to provide balanced thrust to prevent this from happening, by using multiple Sepratrons or aligning the Sepratron properly with the booster's center of gravity. Also keep in mind that the boosters will have lots of upward momentum, which the Sepratron may not be able to counter.
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You really need to work on your spelling; it's difficult to understand what exactly you're proposing.
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Why not both? Some things are best left as categories, because they logically exclude other things, while tags can also be useful.
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Are we Close? Main Web Page and store are offline
Kimberly replied to Simplicity's topic in KSP1 Discussion
Cafe Press should usually be avoided. There is a significant mark-up and the quality is fairly low. The only real benefit is that it's easy to sell through Cafe Press; you might need to show a large potential sales volume before anyone else is willing to work with you.