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Superfluous J

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Everything posted by Superfluous J

  1. I had a module manager config somewhere that spread abilities out a bit, but haven't used it in years and things have changed so I doubt it would work anyway. However it was quite a simple change. I'd not be surprised if a bit of elbow grease could recreate it.
  2. Depending on what you mean, the mobile lab may do what you want. It will level up Kerbals like returning them home would. If you want to actually give then xp without sending them places then no I've never seen a mod that does that, though I'd not be surprised to find one exists.
  3. It's better than the forum, though. The only benefit to the forum is it's easier. But that's outweighed by the fact that it's useless as a bug reporting tool.
  4. I'm not sure why the length of time this unreported bug has existed is important. I'm assuming here, as nobody has said it was reported. Like Squad I'm not going to hunt down everything mentioned on the forum as annoying to find out if it's really a bug.
  5. yeah this wasn't such a big deal when the engines were all obviously set to fit each tank size, but now with tweaks to remove tankbutts it does look fairly silly. I tend to turn off the fairing and then put everything that looks like that under a big fairing to get it out of the atmosphere.
  6. This is one thread I won't mind the Necroposting on I actually forgot it existed. it's been a long year I guess!
  7. I have never ever noticed this. I wonder why? Oh. IVA. I also never used that. No wonder Is this on the Bug Tracker?
  8. In short: not really. You can get about 500 or so m/s but you need to time it perfectly and execute it without flaw, or you'll be spending fuel fixing your trajectory. Fuel that would have been much easier spent just ejecting in the first place.
  9. Yeah you're missing a lot of tanks from there. Lots of the Rockomax tanks and a couple from MH go into there. What mods are you using? If none, I'd suggest exiting the game from the menus (don't alt-f4, actually exit all the way out the "normal" way) and then - if you're using Steam - validate your local files, then restart. If you're using mods, I'd remove all the ones that may modify parts.
  10. Weird. I had the exact opposite experience. I exited the program (not through the menus, just alt-f4 at the space center), deleted the file, and started KSP back up and was fine.
  11. I thought the lack of the latter was a big cause of the former.
  12. One of my favorite "install it, use it, uninstall it" mods are Kaboom! (exclamation mark is part of the name). Not sure if it works on 1.6 (or even 1.5.1)
  13. Not only have people who don't use Module Manager had that bug (I had it), but it can be fixed with a very simple process that has nothing to do with Module Manager. Apparently restarting KSP after exiting out fully, not alt-f4ing it, will fix the bug but I didn't try that. Deleting the PartDatabase.cfg file and restarting any way you see fit WILL fix it. It's what I did do on my game.
  14. I agree both with the idea that it could be beneficial, and the idea that it could turn into a "dislike war" and cause issues for moderators. And I think it's best to err on the side of not causing issues for moderators
  15. Well I guess if you're not dedicated to your job or something.
  16. I've never used the interface, but I did try the controls once. I hated them. The thought that I could get comfortable with the idea of hitting spacebar on a ship to do something other than stage scares me. Also, I *like* being able to rotate and translate at the same time, and have no trouble working both hands to do it. I hear people use it to drive rovers. I never bothered trying because rovers seem to have no problem driving for me.
  17. this tripped me up as well. I assume you are at the space center, or some other scene that is not in direct control of the satellite, but you were at one time. The contract looks at the current situation. Are you currently on a ship with the telescope? NO. So it's incomplete. But the timer's counting, so at some point you were. When the timer compeltes, go back to the probe and the contract will complete. At least, it did for me.
  18. Honestly? I just ignore that building. Generally though when you start, money's no problem but science is a pain, so you could enact the policy that diverts some fund earnings into science, and some rep. IIRC you can do them both if you enact them in the correct order, but if you do them in the other order one will become unavailable. I think you have to do rep first, then cash, but make a save before you try it so you can revert and do it the other way if I'm wrong. Then later, when the tech tree's maxxed out, swap those two for the ones that turn science into money and rep into money. You never ever need rep. You'll get plenty and turning it into useful currencies is almost always the correct choice.
  19. The accepted number right now is about 8,000 m/s of vacuum dV, but that isn't enough you also need great atmo thrust so you need vectors, aerospikes, or... Something else. I don't remember the other one. I really like vectors myself, because if you get off center on Eve you need a lot of control authority to fight the atmosphere and get back straight. Edit: And when I say "like" I mean "hate least." Eve is not very fun. Even getting to orbit isn't fun, so much as a relief.
  20. I don't know what the tutorial tells you to do, but I would suggest my own set of videos for this:
  21. I think it should be revamped, yes. I think all the inline chutes could use a pass. The radial ones are fine but I don't think they'd suffer from one.
  22. I just tried this in my stock Steam install and they all seem to work fine, including cross section. The filters are correct and I had no lockups or UI issues.
  23. There were some changes to the part config for the stock drill, so I put them in this drill to keep things the same. At the same time, I verified this works as intended in KSP 1.6.0
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