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Posts posted by Masked Turk
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One day this will be a problem for aircraft...
One day the skies will look different, and perhaps the ground too. But this flag will maybe still be there...
One day the second runway may look entirely alien to now...
One day, Baumgartner'ing from outerspace might be more tricky...
One day, this mountain range might not be here, a few hundred km north of KSC...
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What if they eat spare parts?
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Erm. Newbish question (though I'd like to think I'm not one): How do you recognise a window?
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That's... incredible...
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Anyone ever tried it? I'm talking about anything more than just orbiting, something like a Duna or Muna landing and return. I imagine it'd be a way of adding new difficulty to the game for those who've championed the challenging parts of KSP...
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rbray89, this looks very promising Just a small suggestion: what about a bit wider streets? The runway is something like a middle size street, I think it would be quite hard to drive anything rover-like into the gaps between your buildings. Good work so far anyways, though.
Seems he's working more on the mechanics of geometry generation and repetition, rather than how it actually looks, at the moment.
Very promising!
As a stop-gap, would it not be possible to create a mod that creates a light map on the dark side of Kerbin? Universe Replacer shows that surface textures can be replaced so surely it'd be a case of having it show a layer with yellow coloured pixels.That's an excellent idea... I'd instantaneously use something like that if someone made it.
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Bearing in mind that the game is as yet unreleased, I think the devs are perfectly within their rights to break saves... however much it'll annoy me and everyone else
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I've noticed that where you attach your pipes is important. Fuel seems to drain downwards as it is burnt, so placing pipes at the top will result in less available fuel for that engine.
I.e. if your pipes are connected at different heights to their fuel tanks, your engines will have different amounts of fuel to work with.
So: try and place the fuel pipe connections to your tanks at the exact same levels.
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If you're lucky, you MIGHT be able to recover a slightly less old version, if you're using a new enough version of windows. These directions are based on my Windows 7 ultimate
First, you need to find your presistant.sfs file, this SHOULD be in /<KSP Root Folder>/Saves/<Name you set for your Save>
Once you've found it, right click on it and hit properties. There should hopefully be a tab labeled 'Previous Versions', click on it. It'll be blank at first, but after some searching it will hopefully come up with a list of alternate Persistent.sfs files, with the date they're from and their source. There are only two possible sources: Windows-made Backups and System Restore Points. This is where the luck part comes in: Most people don't do regular backups, so you're basically dependent on there having been a system restore point created after your quicksave was, which contains a backup of persistent.sfs. None of that's guaranteed, because it's dependent on your system restore settings and how much you've used your system since you quicksaved.
If there is a newer version listed, you merely click on it then hit 'restore'. Might want to back up the current one first though eh?
But, if you're lucky, it might very well have one that's only a day old.
My god, you are legend. As a mainly mac user who just uses Win7 for games, I'd have had no idea. Found one that was last restore-point backed up yesterday, so all I've lost is a single flag; this is fantastic.
Much obliged, Tiron!
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So yeah. I've launched several interplanetary missions and posted flags at the poles and a few other places on Kerbin since my last autosave. (I don't autosave often, so my last one that was still remembered was from a while ago.)
So when I accidentally held F9 instead of frantically pushing Key 9 (laptop keyboard, they're very close and my Key 9 is the action key for EJECT AMAGAHD11!1!), the game essentially wiped all that progress, reverting me to that save.
Is all my stuff still there in some savefile, or have I just gone and undone my past few tens of hours of work?
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Is there some sort of calculator tool which can auto-figure this out?
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Kerbalbad
Kerbopolis
Kerbalington
Kerbton
New Kerbington
Kerbalville
Kerbchester
Kerbalburgh
Kerbeaux
Kerbalny
Kerbjing
Kerbholm
Kerb City
Jebedsalem
Robert's Land
Mount William
Dunalamein
Evebourg
Minimuscow
Dresoi
Joolpur
Ee Loo Zhou
Mohodrid
Munhaven
Ikerachi
Vall-hala
Bopkok
Polkata
Laythos
Gillyguan
... I'm done here...
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Cheers all, gents, very useful posts (and craft files)!
I'll crack on and try to factor in your suggestions/design ideas/concepts, and hope that by KESTRAL XXXIV I'll be in Duna orbit
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Hi all,
Currently in my sixth iteration of the PO-03 KESTRAL Duna orbital probe & launch vehicle, with the aim of testing the waters for a ground probe and then Kerbal'd landing.
KESTRAL project event list
KESTRAL I
- Crashed into the sea, bad LKO flight course.
KESTRAL II
- Managed to get into a Duna transfer orbit, but ran out of fuel at the end to create a parking orbit, ended up flying straight past and into a Kerbol orbit...
KESTRAL III
- Gravity assist around the Mun x2 to save fuel... didn't help. Same result as II.
KESTRAL IV
- Switched to using nuclear engine for Orbital/Transfer stage. Failed to make LKO due to low thrust...
KESTRAL V
- Added 4x LV-T45 (small, liquid fuel) engines to Orbital/Transfer stage. Same result as IV.
So...
After much guesswork, wiki'ing and googling, I'm still slightly miffed as to which engines I should be using for which stages of a mission. As far as I know, I need high thrust for quickly creating/correcting orbits, while I can use more efficient and low-thrust engines for transfer/etc maneuvers (I could do with a brush up on the lingo still, too, I guess...).
However, whenever I try to apply logic to my choices, it fails... so, yeah. Can someone just lay down the basic logic paths of why rocket X is good for stage 0A, and the likes?
Cheers in advance,
JB
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Chaps, I know in the 'do not ask' thread it mentions 64-bit software as one of those topics, but: is that because it's planned, or because it'll never happen?
I've got 8GB to expend on accelerating Kerbals to interstellar corners of space, damnit!
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You could have reverted the rescue mission.
Where's the emotional sacrifice in reverting ;-;
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Just to confirm that there will be a version of ISA MapSat that works correctly with 1.21+ in the (preferably near) future, yes?
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If by 'dumbest' you mean 'fullest stupidity bar' you've actually been hiring the smartest ones.
I'm almost confuzzled by this. Could someone confirm that the stupidity bar actually describes how stupid Kerbals are, and not how smart?
P.S. Geengee Kerman is my Mun Base Alpha reception secretary.
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What'd make my day, RP-wise, is a 'Kerbal Space Museum' building, where all successfully launched missions have small-scale models of them exhibited in a row, with name, description, date of launch and mission flag.
:3
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Greets all,
Newly registered here, after spending a few weeks lurking while figuring out the game (and being thoroughly consumed by it in the process).
I've spent these past weeks listening to the stock soundtrack alone, and I have to say it's pretty decent for a game. However, I'm all ears for classical music in games, though I don't listen to much, and I'm looking to expand the game's music with some well- (and some not-so-well-) known space-associated tunes.
Wot I got (so far)
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, Johann Strauss II
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, Star Trek Into Darkness (2013)
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, Moon (2009)
- Gustav Holst, The Planets
[*] + 11 more suggested tracks on 07 Jan 2014 (No. 11 to No. 21)
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So
Suggestions are more than welcome; I've barely brushed away the dusty silt-covering of potential spacey music. What do you listen to when launching short-lived Kerbals into the stratosphere and beyond?
Cheers,
JB
P.S. All suggestions +the above are collected in
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What happened to the forums?
in KSP1 Discussion
Posted
... which hacktivist group even cares about KSP?!