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KSP2 Release Notes
Everything posted by Apollo13
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EVA Camera Not Reorienting When SPACEBAR Pushed
Apollo13 replied to Apollo13's topic in KSP1 Gameplay Questions and Tutorials
Yes, the rocket/jet pack is on, i.e., I pressed R. -
EVA Precision Controls via CAPSLOCK
Apollo13 replied to Apollo13's topic in KSP1 Suggestions & Development Discussion
deleted by author -
According to the instructions, when I push the SPACEBAR, the Kerbalnaut is supposed to orient to my camera view. Nothing happens when I push that. The SPACEBAR operates correctly when releasing from the ladder/crew hatch or causing the Kerbal to jump. Am I misunderstanding what "reorient the camera" means?
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Using WASDQE keys to control the Kerbalnaut on EVA is jerky. It is highly dependent upon how quickly you can click and release the keys. Provide precision control, similar to RCS. Thus. When the Kerbalnaut is on EVA, pushing the CAPSLOCK key sets precision control. Pushing the key again returns to normal mode. This ought not be difficult to implement.
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Hack Gravity Selectable Value
Apollo13 replied to Apollo13's topic in KSP1 Suggestions & Development Discussion
I like your idea. How do you know where you're placing your vehicle when trying to put it on Mun's surface with HyperEdit? Or Duna's? Or Eeloo? I will jump right on that. Thanks -
The Hack Gravity (available via ALT-F12) permits a player to operate in a near-zero gravity environment. Suggestion: Make the strength of gravitational pull as settable via a slider. Gravity Hack is used for testing of vehicles, landers, rockets, etc. in near-zero gravity. It is not used for playing. If the gravitational pull is adjustable, it can be used for testing and training. For instance, if gravity is set for Mun gravity strength, a player can test various lander combinations. For planets, with gravity that is stronger or weaker than Kerbal, the player can test different vehicle designs and techniques for landing and lift-off (from the planet). If a vehicle design has insufficient power to lift-off from a planet, it is better to discover that on the Launchpad, not on the planet surface (after spending hours to get there). This would also help in training. A player can learn how to land on Mun or a planet without spending time in transit, only to crash. For landing training or testing a vehicle's landing capabilities, the player would set the gravity to strength of the destination Mun/planet, use the HyperEdit mod to place himself at altitude. add some velocity to simulate coming in to land. Then, land and liftoff.
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To whom it may concern.
Apollo13 replied to fervour's topic in KSP1 Suggestions & Development Discussion
I agree with the Time Warp suggestion. 30 seconds before the node, the Time Warp should drop to 1x. This would be very simple to implement. -
This will help with alignment during docking. http://kerbalspaceprogram.com/dock-align-indicator/
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A Reasonable Way to Deliver Trusses to KSS?
Apollo13 replied to Kulebron's topic in KSP1 Gameplay Questions and Tutorials
My truss delivery system. The trusses are the larger, heavier trusses from the NFJ mod. The main fuel tank, engine, and boosters are NovaPunch 2. Standard docking ports are on each end of the truss. This system creates a very tall rocket which must be carefully coaxed into orbit. Otherwise, at about 30km, it will fall over. Delivered to the orbiting station. HOWEVER, thanks to the undock bug that plagues this game, I cannot leave the truss at the station. I cannot undock the command module from the truss to return to Kerbal. Some day, I hope, Squad will take 30 minutes to fix this. -
Surface altitude can also be seen inside the command module. It is the Radar Altimeter gauge. I second the Scott Manley's videos. If you have a question, Scott has posted the answer.
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Alarming article from Polygon (let's be good to our devs, okay?)
Apollo13 replied to KevinTMC's topic in KSP1 Discussion
I was laid-off as an IT Project Manager in 2002; same time as stock market crash (that killed retirement savings). I sent out over 1400 targeted resumes (developer, project manager, mid-level manager) for jobs that I fully qualified for. Six phone interviews. A couple in-person interviews. Nada. My last gig, not even IT, was for two years because my boss just wanted to help me; I was in the marketing department dong nothing. Try finding a job, other than Walmart greeter, at 61 years old. -
Alarming article from Polygon (let's be good to our devs, okay?)
Apollo13 replied to KevinTMC's topic in KSP1 Discussion
As a software developer in IT for over 40 years (we used to be called computer programmers in ADP), I hear that!!! Until Y2K remediation, I was doing very well pushing code. Then, Y2K got pushed overseas to India and Pakistan, and the jobs never returned. For about 10 years now, when some kid asks me about being a professional developer, I STRONGLY discourage him/her. I need to talk to you about that Wordpress thing. -
I don't understand the question. BTW: you know I'm joking about THAT guy, right?
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This is a great, very helpful, community. Except for THAT guy. Yeah, you know who I talking about. Him.
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I don't understand this comment. You don't need a Kerbal present to undock. Simply right-click on the docking port and select "Undock". Or, am I missing something?
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Alarming article from Polygon (let's be good to our devs, okay?)
Apollo13 replied to KevinTMC's topic in KSP1 Discussion
Well, lets just say...the Squad developers better do WHAT I say, WHEN I say, and HOW I say. "Cause otherwise, I'll...I'll...I'll...I'll think of something. And believe me, it won't be pretty. -
Unfortunate parachute deployment
Apollo13 replied to McVegan's topic in KSP1 Gameplay Questions and Tutorials
You may wish to wait; Steam may have a sales promo. I bought when Steam put it on sale for $13.50. Current price is $23. Regardless, if you like complexity and have any interest in space programs, you'll enjoy this game. -
Precision Controls Do Not Work
Apollo13 replied to Apollo13's topic in KSP1 Gameplay Questions and Tutorials
I'm on Windows 7. The TAB-key idea worked PERFECTLY. May you both be blessed by a perfect Eloo landing and exploration. -
Can't Undock Bug, How To Fix
Apollo13 replied to roscoe_jones's topic in KSP1 Gameplay Questions and Tutorials
This bug needs to be fixed, rather than requiring players to machinate through a convoluted exercise. It would truly warm the cockles of my heart (what are cockles, anyway?) if a near-term weekly status report stated the following from one of the devs: In addition to creating shiny new toys and features, I spent half-an-hour to determine the cause of the undock bug and fixed it. You should see in vers. 0.22. But then again, there's a better probability of me having a beer with Santa Claus, the Easter Bunny, and the Tooth Fairy today... -
Thanks. I started putting together the orbiting station before the Mun landing, as practice for docking. Roger that!!!!
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Can I edit my craft mid-orbit?
Apollo13 replied to Gijs's topic in KSP1 Gameplay Questions and Tutorials
Crew Manifest mod allows transfer of Kerbalnauts in flight. -
Why Don't My Flags Persist?
Apollo13 replied to Apollo13's topic in KSP1 Gameplay Questions and Tutorials
I didn't revert. Yes. I verified that before posting. -
I planted a flag on Mun. When I returned to the SpacePort/Tracking Station, I saw that it was gone. I used a flag of my own creation (see my "Mun at Last" thread). What do I need to do to make flags stick?