

SergeantBlueforce
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KSP2 Release Notes
Everything posted by SergeantBlueforce
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While not intending to sound impatient (though I probably do) is there an ETA for when this will be updated? I have a save that uses these parts heavily so I can't really continue it until they are updated.
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My mistake then. It's just that most threads of this type seem to follow the aforementioned trend.
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I always find this kind of thread to be rather pointless. Everyone just skips over everyone else's post, and then have their post ignored in turn. Anyway, this thread has been going for over a year, isn't it time someone made something new?
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How large is a launch window?
SergeantBlueforce replied to Koemf's topic in KSP1 Gameplay Questions and Tutorials
The period that the optimal 'window' remains open for is different from planet to planet. I'd recommend the protractor mod. It shows the phase angle of a planet, time to the window, optimal Dv, and the position at which to begin the ejection burn. -
You know, I'd rather not give up the career mode save I've been investing several months on, so are saves from 0.23.5 compatible with 0.24? Is it possible to 'upgrade' 0.23.5 careers to the new contract system careers? Are there any changes likely to break the various mods un-updated mods I rely heavily on?
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Why do so many people seem to believe that Laythe is a habitable body? It is made quite clear in several places that it is in fact a very inhospitable planet. For instance:
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LLL - Lack Luster Labs - Development Thread
SergeantBlueforce replied to Lack's topic in KSP1 Mod Development
Tweak-scale? -
LLL - Lack Luster Labs - Development Thread
SergeantBlueforce replied to Lack's topic in KSP1 Mod Development
Maybe you should make a variant for each terrain detail setting? -
LLL - Lack Luster Labs - Development Thread
SergeantBlueforce replied to Lack's topic in KSP1 Mod Development
Even though I'm pretty sure it's been reported already, there are several places where the KSC extensions added by KSC++ clip into the ground. -
HotRockets! Particle FX Replacement + Tutorial
SergeantBlueforce replied to Nazari1382's topic in KSP1 Mod Development
Why does this replace most engine sounds with the Kerbodyne engine sounds? -
ships Loading distances
SergeantBlueforce replied to custume's topic in KSP1 Gameplay Questions and Tutorials
I think you will find that KJR will help, as it strengthens connections between parts, meaning that it will help in the same way part weld does. -
ships Loading distances
SergeantBlueforce replied to custume's topic in KSP1 Gameplay Questions and Tutorials
I know this isn't really answering your question, but KSP is badly optimised, meaning that it lags hugely for seemingly no reason. Due to the fact that the lag you seem to be having is the result of a very large vessel, this may work. As for the loading distance of ships, there is no way to change it from altering configs; to my knowledge, the only way to adjust it is by changing the game's code, so I'd say your best bet for this is too request a loading distance adjuster, as I've seen mods adjust it before. -
How big is Jupiter for a Gas Giant?
SergeantBlueforce replied to SergeantBlueforce's topic in Science & Spaceflight
Well of course I know that! What I meant is how big is it compared to other gas giants in general. -
I've always wondered how large Jupiter is in relative terms to other gas giants. Is it a small or a large one?
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[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
SergeantBlueforce replied to TriggerAu's topic in KSP1 Mod Releases
Just a question, with transfer alarms, what is the difference between Model and Formula? -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
SergeantBlueforce replied to rbray89's topic in KSP1 Mod Releases
I don't know how I did it, but somehow I managed to break the city lights. Everything was working fine, until at one point the city lights became misaligned with the terrain, I even landed in the sea because I though I was landing on the surface. I didn't think to take a picture of when it happened, but now the city lights have disappeared completely, even after a re-install. Strangely though, the clouds haven't been affected EDIT: Never mind they just fixed themselves.