Jump to content

Tinyboss

Members
  • Posts

    68
  • Joined

  • Last visited

Everything posted by Tinyboss

  1. We could have a lot of fun captioning that picture! On a serious note: where is your physics slider set? My ships act that way when I activate physics warp, so maybe a high value for the physics step could cause the same thing without warp?
  2. Too easy to quit the game. I was working on an elaborate ship in the VAB the other day, and instead of the launch button, I hit the exit button by mistake. By reflex I hit escape, but that took me to the "Start Game" menu, where I clicked Back, thinking it would take me back to my game instead of starting a new one. But that just brought me to another menu, and I just wanted it to quit putting up menus, so I clicked Quit. It asked me if I wanted it to "Really Quit", and of course I did, because I was getting frustrated by this point, and I clicked Yes, really!, and it quit out of KSP completely. I really think there should be one or ideally two more confirmation dialogs so that the player will understand that the game is about to be closed, because as it is now, it's waaaay too easy to exit unexpectedly.
  3. Three struts might be a good idea, too (assuming the two struts are in a line with the docking port--if not, then ignore this). You need three for rigidity in all directions.
  4. Always, always, always hit F5 on the launchpad, before doing anything else. It's extremely jarring to have something go wrong, hold F9, and find yourself switched to another ship, getting ready to aerocapture into Kerbin, because you never used F5 during the current mission.
  5. I hope five months is not too much of a necro, but I have a related question: what's the best way to time a launch so that step 5, waiting for the ejection node, doesn't take too long? I went to Eve last night, and every time I'd launch, the ejection node was about a year into the future. Worse, when I took the advice in MJ's manual about recalculating far-future nodes, by cancelling and re-creating it 20 days in advance, it said I'd need to wait another year-plus for the next ejection window! I tried waiting for the phase angle to be -54.whatever, and that didn't help, but maybe I just barely overshot and had to wait a full cycle? Is there any function of MJ that will ensure a launch during the transfer window?
  6. I think a big problem with that approach is that it would become nearly impossible to share ship designs among different career games--if you send me a .craft file for a ship, it won't fly the same for me as it did for you, unless we have all the same relevant upgrades.
  7. If you're only using two mods, it won't take long to narrow it down. First verify that it doesn't happen in stock. Then add in one mod at a time. I'm guessing it's the Soviet Pack, since MJ is hugely popular and well-tested, but you never know until you test it.
  8. For those who care about realism (and I do understand that's just a fraction of KSP players!) this is kind of silly. All it would do is create hundreds or thousands of little bits of garbage polluting hundreds or thousands of nearby orbits.
  9. Stuff that just gives info and IMO should be in stock: Kerbal Alarm Clock Enhanced Navball Kerbal Engineer Redux Others: MechJeb Kethane Kerbal Attachment System I just recently started using the "others"--I'm very conservative with mods. Two things: Holy cow, KAS and Kethane were just made for one another, and the two together are ten times more fun than either one by itself! Whatever your opinion on MechJeb, I think we can all agree that it's a technical masterpiece. Huge, huge kudos to the MJ dev(s)!
  10. There is no need to make it complicated. The case of two identical objects in a vacuum is sufficient to break the Aristotlean argument--if it fails this simplest possible case (and it does), then who cares what it predicts about cardboard and lead in a wind tunnel?
  11. +1 for Kerbal Engineer Redux. I also have become dependent on Kerbal Alarm Clock. I've played stock until very recently, but I've just now added Kethane and Kerbal Attachment System to the mix. These provide a great amount of extra gameplay. I've spent the last couple of days getting a fuel base set up on the Mun--I landed an empty half-size SLS tank and a mining rig to keep it full of fuel/ox. I've got an orbiting station with an orange tank, and a fuel ferry that hauls up about 500 units of fuel at a time (on my to-do list is to make a big ferry that can handle full orange tanks). KAS lets my EVA Kerbals set up pipelines between the base and landed ships to make refueling easier. And I can even do retrofits on my ships like adding lights or moving around the RCS blocks. I think pretty soon I'll try out RemoteTech, too. Here's my Munar fuel mining operation: And here's my orbital refueling station with the fuel ferry docked at the bottom:
  12. When you're docking, and maneuvering both ships, you'll want to pick the same pair of ports for "control from here" and "set as target". If one of the ships has lots of docking ports (e.g. a big fuel tank with many radial ports) it can be easy to get this wrong. My method is to switch to the station (the one with lots of ports), right-click one and choose "control from here", then leave the right-click menu up as I hit [ or ] to switch to the incoming ship. The menu will still be there, but now it says "set as target", and I know that's the right port.
  13. For me it's "~/.steam/steam/steamApps/common/Kerbal Space Program"
×
×
  • Create New...