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KSP2 Release Notes
Everything posted by xrayfishx
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Spinning Craft Disease
xrayfishx replied to tychodin's topic in KSP1 Gameplay Questions and Tutorials
Press alt-x. This resets any trim you might unintentionally have. This seems to me like the most likely cause here. Trim is an useful thing occasionally, but if you set it by accident and don't notice, it can be annoying. If this doesn't help, then it must be some sort of clipping issue. In that case you should post a picture or two of a craft that has this problem. -
I looked it up shortly after it started and apparently it means "Public Service Announcement".
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I eat chocolate while playing. Hands, kb and mouse are clean and it takes no time at all to eat a piece, especially if you've broken it into the little pieces before. One of my few good genetic dice rolls makes me able to ignore all that. Whenever it's financially feasible I eat relatively huge amounts of food, paying no attention to it being healthy (so sweets, fruits, meat), do nothing all day and I'm still skinnier than a 1.25m launcher for 150t payloads (I wobble less, though).
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Are you sure the wiki is up to date? As far as I know the majority of it has always been outdated.
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What new parts could the game realistically use?
xrayfishx replied to Frostiken's topic in KSP1 Discussion
I could really use a weaker 1.25m engine *collective gasp of entire KSP player base*. I hate having huge TWRs in space. The 1-kerbal capsule with a parachute, heatshield, decoupler, an LV-909 and enough fuel for a few Duna flyby missions will still have a TWR above 1. I can overcome that with a 0.625m engine when I have fairings, but in many cases I'd still prefer a weaker 1.25m engine. -
For a long time I've wanted to try building these crazy rocket designs that shouldn't really work, but I've been playing too realistically, too efficiently, and most importantly, I haven't set myself a good challenge that could use a crazy design. Today I overcome all of these problems and the result was an attempt to land 100 kerbals on the Mün at once. The rocket design needed only two minor improvements to get from an untested rocket to a working vehicle. One fix was tilting the boosters that, as you will see, are tilted. The second was a bit of vertical strutting to reduce bending. Then it took me a few launches to get the now functional design to space. It would have been simple, however a couple of minor staging specifics had to be sorted out. Mostly it's that when I decoupled the radial boosters, I had to stop all engines and also, to make things go faster, I spun up the vehicle. That last bit wasn't entirely necessary, but it reduced some waiting time. Normally it would have taken a while for the boosters to get far enough from the rocket. However after that it was all easy. I reached orbit, did the typical Mün transfer, circularized, de-orbited, and, surprisingly, made a perfect landing - a nice touch-down at 1m/s. Then I started emptying the lander, one by one. I managed to get no more than 25 kerbals out (probably less) and then the game crashed. I never quicksaved (I almost never use that feature) and the save file seems to be broken. The space center and Kerbin under it won't appear when I load the save, anyways. If there's a way to fix this, please inform me.
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Another awesome mod released out of the blue. Going to try this as soon as possible and put my own vote in that poll, too.
- 888 replies
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- texturereplacerreplaced
- visual
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(and 2 more)
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1/10 You seem kind of familiar, I think I've seen that name before, however I am not sure.
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I had never heard of KSP until my little brother, no more than 8yo at the time, asked me if I would download a game for him, one which he'd seen in a Robbaz video. I reluctantly agreed and moments later was hooked. After I managed to struggle to orbit (heliocentric, though), I played a bit more in the 0.13.3 demo, I got the full version (yarr...), the then newly released 0.18.4. While waiting for 0.21 I decided to buy it.
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2/10 I've seen you a few times, I think only in forum games and only very recently (as in today, but I haven't been in forum games for a long time).
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-26-1=-27 Current number is -27. I almost did a |n| here.
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Add that bit of fuel and also add solid fuel retrorockets which will deorbit the last stage once it has taken you to orbit. That's what I do when I don't want to leave debris or use fuel from the payload.
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I subtract 1 Current number is -51 I wish I could have used that opportunity myself.
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Anyone noticed the "HUGE-3 Science Processing Bay"?
xrayfishx replied to Laie's topic in KSP1 Discussion
I also have it and I would guess it's from Taurus HCV (or whatever the exact name of that mod was) though I could be wrong. It isn't stock as far as I know. Also, ninjad. -
5/10 Very spiky. I don't recognize it even after looking at the URL.
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Bulgarian Undercover Temple of Chinese Heritage Extermination Radicals Inb4 removed by mods for possible rule violations. This, i can imagine, could be an edge case. If it is indeed against the rules, I'm sorry. JOYSTICK
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Aaand we have an error. Shall we revert to 3?
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Settings keep resetting
xrayfishx replied to xrayfishx's topic in KSP1 Technical Support (PC, modded installs)
Well, there goes that idea. I thought that maybe the problem is caused by ppjoy giving the virtual controller a name consisting of a bunch of weird characters so maybe KSP somehow has trouble saving the settings file properly. But if it also happens without ppjoy, then I guess that's not it. -
47-1=46 Current number is 46. We'll get there.
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Veteran players reminisce: What was your first Munar landing like?
xrayfishx replied to Tex's topic in KSP1 Discussion
I remember little of my early days in KSP. I have no idea what my first Mun landing looked like. I'm sure that my first successful landing must have been using the method where I would zero my orbital velocity and then slowly, inefficiently, let the lander fall towards the surface. That is the first method I can recall using. I'm guessing my first landing was in the 0.13 demo, though I have to admit that there is a small chance it was in 0.18. Strange to think how back then it must have been a huge success for me, when now it's so trivial. Those 2000h have really made a difference. Those old landing legs bring back some memories... A bit sad they are different now. Those new ones are easier to use, but they just can't grab capsules as well as the old ones could... -
50-1=49 Current number is 49.
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Settings keep resetting
xrayfishx replied to xrayfishx's topic in KSP1 Technical Support (PC, modded installs)
Well, in light of that last bit of information the best we can do, probably, is to keep a backup settings file with all of your stuff the way you want it, except without the joystick binds. Then you'll have to delete the settings file and replace it with that backup each time you want to start the game and then, in-game, you just rebind all the joystick stuff. It sounds more annoying than it is (I hope) and I'm going to see if it works right now. Edit: First of all, it works this way. Secondly I just got an idea. Those of you who have this problem, are you using PPJoy? -
Found a good use for Fleas a bit later in career mode...
xrayfishx replied to regex's topic in KSP1 Discussion
I see you've never tried single-launch interplanetary missions. I had to build an 88000t launch vehicle for my attempt at this. It always crashed the game when I tried to load it, but I'm sure the separation events would have been more spectacular. -
Physics is crazy
xrayfishx replied to FireFaced's topic in KSP1 Technical Support (PC, modded installs)
You did, of course, try uninstalling the mods you thought to be related to it, right? Are your mods up to date? Are there any incompatibilities between your mods?