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Everything posted by Ival70
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I think once the music is all done, Blizzy is going to work with Upsilon to make a plugin so each song plays for the right planet.
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Add XP to the Kerbals from a 0.25 savefile
Ival70 replied to juanml82's topic in KSP1 Gameplay Questions and Tutorials
Maybe there is something in the cheat menu, otherwise the only way I know of would be to manually edit your persistence file. (Can't check right now unfortunately). -
Hm, I've never come across a guide for making custom clouds and atmospheres, not to say there isn't one, but it's probably well hidden if it exists. I'm not the best at explaining these things, (though I could probably answer a specific question about it). I don't think I personally could make a guide, though I'm considering doing it anyways.. The best advice I can give (which I sort of said before, but not really, anyways what's a little redundancy?) is to try the E.V.E. mod on a regular kerbol system, and use the in-game editor (Alt N) to mess with kerbin's cloud layer. Try changing the RGB values, (If set to more than 1 they start to get really bright and glow in the dark), try changing the height of the layer, the speed, offset, all that stuff. Once you get an idea of what everything does, download a pack (Such as Astronomer's Better Atmosphere's Pack, you only really need the E.V.E. portion of it). Open all of the texture files and see how they are stretched to fit on a sphere. See what other people have changed to get the layers to behave how they want. Try modifying what they did to get things to look different. That is pretty much what I did, and I think I learned how to work with it fairly well.
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Career Mode - orbiting Kerbin ship design
Ival70 replied to bigbangnet's topic in KSP1 Gameplay Questions and Tutorials
I constructed the design you posted here, and with an efficient ascent, I was able to get into a 75x75km orbit with roughly 20 units of of fuel left for de-orbit. By doubling the amount of fuel in each stage (Total mass of the craft was 16.25t), I was able to achieve 75x75km orbit with over 100 units of fuel remaining (enough to orbit the moon and come back). So, it is definitely possible to launch orbital vessels. Thing big thing I stress here is efficiency. You'll need to use a gravity turn, manage your TWR on ascent, and make use of the oberth effect. If you look around, there should be plenty of great tutorials (better than anything I could do). =) -
Is it just me or KSP is unplayable?
Ival70 replied to RockyTV's topic in KSP1 Gameplay Questions and Tutorials
I think you hit this on the head, Taki. I replicated the rocket and launch profile in the video, and found it would flip if I increased the angle of attack excessively at high speeds. -
Jeez, I know that movie is bad.. but it's not THAT bad.. Is everyone really still speechless?
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I didn't notice any drop in frames, unfortunately, due to it's buggy nature I can't really reliably test it. Figuring out how to make a mod to replicate that effect is going to be a doozy too.
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Well, still no luck, though I can't say I have really been putting a whole ton of effort into it. However, every so often I have come across this glitch where parts of my ship are not destroyed and continue to explode forever. It has always been bit of a nuisance, but recently I have realized that there is potential for a mod to replicate this glitch in some form, to get results like this: http://imgur.com/a/4eST5#0
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Key/Button Bindings Alpha1 - AlphaX
Ival70 replied to Kolago's topic in KSP1 Gameplay Questions and Tutorials
Oh, I'm on a laptop, thus not using a full-sized keyboard, so there are only one set of number keys. I should have clarified for a keyboard with a numerpad, my mistake. -
Is it just me or KSP is unplayable?
Ival70 replied to RockyTV's topic in KSP1 Gameplay Questions and Tutorials
That is rather strange. What version of KSP are you using? I know that the 64x version has been having some issues, though this is the first time I've heard of what you are describing. I think more information is needed. Along what axis was the craft turning? What skill level was Jeb? what were you doing, and where was your craft when this happened? Have you been able to repeat this? Did any errors appear in the logs? Were you using any mods? Edit: Ninja'd, Watched the video. It would appear that SAS turns off when the craft turns, have you checked that? -
Key/Button Bindings Alpha1 - AlphaX
Ival70 replied to Kolago's topic in KSP1 Gameplay Questions and Tutorials
Oh, I believe those are the action group keys. Alpha 1 corresponds to the "1" key and action group one, Alpha 2 corresponds to the "2" key and action group two.. etc. -
Minmus is definitely the easiest to go to out of the three, and due to it's light gravity, and large flat plains, it's easy to land on as well. As for Duna and Eve.. It's a bit complicated. If you aerobrake, Eve is actually easier to get into orbit then Duna, since it requires a bit less delta V, and doesn't have a large moon in your way. If you have parachutes, Eve is also arguably easier to land on then Duna due to Eve's thick atmosphere. However, Eve is an extremely difficult body to get into orbit from, and requires more delta V than Duna to return to kerbin, so if you are planning a return mission, Duna is easier than Eve. If you are just doing a flyby or a one way trip, Eve is easier than Duna. Also, one thing to keep in mind is tha... wait, I'm getting sidetracked. Forget all this. So to answer your question, Minmus is easier to go to. Edit: Wow, I got super ninja'd. No replies when I started typing this. That's what I get for using multiple browser tabs.
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Well, I think I remember how to do it with E.V.E.. The first thing you'll need is an atmosphere texture, you can either make your own, or borrow it from a pack (I've borrowed the atmosphere texture from Astronomer's pack before, and it worked well). Then, you are going to want to make a new layer for the body using the atmo texture, and adjust the parameters to adjust it to your liking. It will probably take a bit of mucking around before you get it how you want it. I suggest poking at the layers for planets that other people/stock in E.V.E. have made to get an idea of what everything does. Edit: Oh yeah, the same thing basically goes for clouds, you'll need to either get or make a texture, and just make a new layer and have at it.
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Bring an 0.25 Science game to 0.90
Ival70 replied to LordFerret's topic in KSP1 Gameplay Questions and Tutorials
I've moved over a career save to .90 and haven't experienced any bugs yet, so I'd say it works. To move it, you will first want to find the directory for .25 files and .90 files. One good way to do this is to find the .exe for each version (the icon with the kerbal that launches the game), and right click it. From there click "Open file location". If you can't find the game launch icons you may have to search for them. (Also you can check places where things are usually installed, such as the programs/applications folder). Once you find the directories, look in the .25 files for a folder called "saves". Open that, and you should find all of your save files. Copy whichever saves you want to put in .90. Now, look in the .90 directory, and find the "saves" folder. Open that, and paste your saves. Start up KSP .90 and you should be good to go! Let me know if you managed to do it, if you have any more questions feel free to ask me. -
Key binding for symmetry mode?
Ival70 replied to Wjolcz's topic in KSP1 Gameplay Questions and Tutorials
Yup, "R" to change symmetry mode. Also, the other key for attaching parts to nodes is "alt". -
Now this is a good idea.
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I was really hoping for a lot of customizable options and modding support with this feature. Then you could have a kerbal be half skilled in 2 jobs, third skilled in 3, or make mods for new skills altogether. I suppose a mod could still do this, but it would require a LOT more work. One thing a mod could try to do is creating a second name for each kerbal, so that one name controls the skill set, and the other is the one that is actually displayed. Edit: That middle initial idea is really clever, I'd like to know if it works.
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Yup, I've had the same issue. Had wings connected with mirror symmetry, and the engines on the wing would only attach in Radial symmetry. I used the usual workaround of attaching the engine without symmetry and then re-attaching the wing with mirror mode.
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I'm sure the wiki team is working on it, I've looked at the maps for them, haven't poked around in the files for them yet though.
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Categorizing existing subassemblies in 0.90?
Ival70 replied to cpcallen's topic in KSP1 Gameplay Questions and Tutorials
I don't think there is another way to do it. I also haven't found a way to save a sub-assembly to multiple sub-categories, except renaming it. Considering this is the first release of this feature, I'm not surprised there are a few quirks. Maybe Squad could add some sort of Drag & Drop feature to make things a little easier. -
KSP 0.90 'Beta Than Ever' Grand Discussion Thread!
Ival70 replied to KasperVld's topic in KSP1 Discussion
I know what I'm going to be doing instead of getting gifts.. -
Regarding your action-group idea, there is a plugin called Action Group Manager, I'm not sure if it lets you make action groups for thrust levels though. Red Iron Crown's suggestion of Davon Throttle Control plus TAC fuel balancer seems to be the best solution here. Also, you should consider putting a link to your thread about the shuttle here. =)