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HeadHunter67

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Everything posted by HeadHunter67

  1. The most reliable way to stop a rover is attempt to drive it over terrain that has even the slightest irregularity. A wheel is sure to break.
  2. I've got a KSP mouse pad. The surface where I have to place my mouse is too rough for mousing without it. I also have a KSP coffee mug (and a 3-D Jeb). I have not purchased a KSP t-shirt because white shirts don't last well for me and I loathe all the other pastel color options. I'd love one with the KSP rocket logo, if the shirt came in grey, black, or navy.
  3. That's good advice! Thanks for the tip. No, I much prefer chase cam when docking. That way, RCS controls are always properly aligned to my view. If I tap J, the craft will move left on my screen. A lot of people who have trouble docking are doing so because they struggle with trying to reorient the ship's controls to its position ("Since I'm turned this way, does I move me down, or left? Or forward?").
  4. I like the idea of rebinding it to a different key. The game forgets the CapsLock setting if you alt-tab out or launch a new vessel - and then toggling it off switches the mode incorrectly. Also, I find myself responding to posts ALL IN CAPS by accident after doing that.
  5. Also, minimize your use of lights. It should be clear which areas of the station are getting more light than they need.
  6. It's the price you pay for the new, "smoother", "faster" graphics "improvements" of .21. That's how they get people to believe that animated Kerbal personnel and drift racers are improving the game's performance.
  7. Precisely the point I was trying to make earlier. Let's be honest - in the real life space programs, what technologies did we discover on the Moon or out among the stars? None, honestly. You won't find a new engine on the Moon - but to get there, we had to invent new ones. The exploration drives the technology. So the reward for the mission is in the gear that brought it about.
  8. Indeed, it's great for tug designs. Put a set of engines that thrust prograde and assign them to Custom1, for instance. Then put a set that thrusts retrograde and assign it to Custom2. Also set the other engines to deactivate when activating the desired set - so pressing one activates forward thrust and deactivates retros, and vice versa.
  9. That's good advice. I've never thought to look in Task Manager while playing but I have discovered the GameData file size limit beyond which crashes begin for me. That's good to know.
  10. Given that the amount of memory used by the rest of the game is more-or-less constant, controlling the size of your GameData folder (which loads into RAM when the game is launched) is really the only way you can control the likelihood of a crash - so yes, it's relevant.
  11. I don't worry about it - most people's bark is worse than their bite, so to speak. The most dangerous thing they'll ever do is ragequit.
  12. I am considering doing a KOSMOS-style Mir-like station some time soon. Meantime I am designing a modular system for station construction.
  13. Thanks! I'm always glad to get some good lifters.
  14. Most people don't have spacesuits, either. I'm just saying that even if you happen to be suited up and not inhaling the toxic volatiles, you're still in a spacecraft that's on fire. I'd be more worried about loss of propulsion and the fact that I'm riding atop thousands of gallons of actual volatiles... know what I mean?
  15. Not only for all these reasons, but also because there's already a plugin called Subassembly Loader which does just that.
  16. I think, if your spacecraft is on fire, you have bigger worries than "toxic volatiles"... but that's just my own opinion.
  17. Different people enjoy different things for different reasons. But even the people who say they're significantly affected by Kerbal deaths are probably exaggerating - I highly doubt that any of them shed actual tears or feel real grief over it. I personally think either end of the spectrum could be unhealthy - whether it's someone who just enjoys building Kerbal Death Machines, or someone who doesn't even notice that a crash or explosion killed the little green virtual people. I'm not worried about the people who can't pass a Turing test, as much as the people who wouldn't pass a Voight-Kampf test, you know?
  18. Okay, now we are talking! This is what I was looking for, I'm glad you have been able to refine it. Downloading now. Thank you!
  19. Precisely! When you think of it as moving the crosshairs, rather than the "needles", it becomes intuitive. People who have difficulty with it are often thinking of moving the needles - really, you can't, because where they intersect is the actual location of the port. The crosshairs are just relative orientation, which is adjusted by using WASD to align the nose to the same plane.
  20. Bobby, when you click on the GameData/Universe Replacer folder... what folders do you see on the first level? You should see "Plugins" and "Textures"... but I'm betting you see another "GameData" folder instead. That would happen if you unpacked the .zip or .rar into GameData instead of the top-level KSP directory. Cut and paste the folders within to the proper place and I'll bet it works fine.
  21. Same here - when you make a grown man "SQUEE!" like that, you're doing something right! Can't wait to see the finished product.
  22. Hopefully, Squad is seeing how modders do things and learning from it, in order to further optimize the game. It can be done, and I believe it will be done - it's just a matter of time and we're still early on in the scheme of things.
  23. It's helpful to think of it this way: Where the green lines cross is where you want the orange circle to be for a perfectly-aligned docking. Looking at it this way, the required movement becomes intuitive, as opposed to the confusion caused when trying to drag the green lines to the orange circle instead. Same action, same result.
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