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KSP2 Release Notes
Everything posted by Polstar
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Solar powered rover suddenly doesn't work
Polstar replied to MathmoRichard's topic in KSP1 Gameplay Questions and Tutorials
Theres nothing to hold the charge, the probe bodies can hold a little so when you got rid it stopped working. Add a few small batteries -
KSP 64bits on Windows (this time, it's not a request)
Polstar replied to Lilleman's topic in KSP1 Discussion
Installed and ran first time for me, got the graphical glitches when loading spaceport, VAB, launching etc that the others have reported. Cant say that I've noticed an improvement in performance (not that I was expecting it to), getting minor sound stuttering lag where it normally happens. Frame rates drop when I'm within 2km of my space station (normally does this). I haven't noticed the manoeuvre nodes 'jumping' since but will have to test it further. System spec: Cpu : i7 2600k @ 3.4Ghz Ram :32Gb DDR 3 1600Mhz Gpu :GTX 690 4Gb DDR5 SSD :Crucial 512Gb OS :Win 7 Ultimate 64bit Nvidia Geforce 337.88 Driver Screen : 1920 x 1080 full screen All settings at max Max Persistent Debris : unlimited -
Looking forward to playing this! Shame I'm on nights at work.... Hopefully only 5hrs to go.
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Rockomax will probably be working on 5m parts
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As of 0.24 you can choose between 1 day being a kerbal 6 hr day or Earth day ie 24 hrs. Scott Manley interview with HarvesteR.
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Star Trek Generations, when Kirk, Chekov and Scotty attend the launch of the Enterprise B.
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Dont tell me, Tuesday?
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Also on wikipedia - "Like other solvents, toluene is sometimes also used as an inhalant drug for its intoxicating properties; however, inhaling toluene has potential to cause severe neurological harm." - thats why kerbals have that daft grin all the time
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Its the LV-1 engine thats getting buffed.
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I have 4 launch vehicles I use, the main work horse has a main core with 2 boosters identical to the main. It looks very much Delta IV Heavy although I'd not seen the Delta IV until after I designed it! I do customise the upper stage sometimes but that depends.
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I kind of do and don't... if its small like a nose cone or smallish tanks then its a case of if it drops back down all well and good otherwise it gets left. Some larger stuff like my orange refuel tanks will get a de-orbit burn, don't want them too close to the space station. Some old space stations, interplanetary modules, old bases and rovers just get a change of icon to debris and forgotten about.
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Sounds good can't wait!
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I was under the impression that the NASA update would only work with 0.24 and as a result would be released afterwards.
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Cpu : i7 2600k @ 3.4Ghz Ram :32Gb DDR 3 1600Mhz Gpu :GTX 690 4Gb DDR5 SSD :crucial 512gb OS :Win 7 64bit
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I'm glad contracts are a near-future addition
Polstar replied to CosmicScientist's topic in KSP1 Discussion
I've seen many fantastic solutions in this game, will be good to see how that creativity is used to do things economically when a budget is involved. -
£17.99 (GBP) in August 13.
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According to Steam - 27th August 2013 so I think it was 0.20, tried the demo and bought it within 20 mins
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I think giving information like this is good. The only downside is the people with unrealistic expectations who will moan at anything and everything. Saying that from what I've seen so far these forums are one of the best communities for being friendly and helpfulness
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Accurate Landings in an Atmosphere
Polstar replied to Polstar's topic in KSP1 Gameplay Questions and Tutorials
Thanks for all the suggestions and advice -
I've managed to land my craft quite accurately on the Mun and Duna but I am struggling with this on Eve. The problem is when I hit the atmosphere the drag naturally alters where I was heading as I suddenly slow down. Is there a trick to predicting this and getting an accurate landing spot? I have tried numerous times and the closest I've got is 70km of the target. On Duna I can get to within 1km due to the thin atmosphere. I am only using the basic game with no mods, is this something that can be done without mods? Thanks for any help
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Got to admit 99% of all my screw ups are caused when using time warp and not slowing it back down in time. Usually missing my manouver node or the worst are when i get captured by a planet then thrown back into space due to the pause and then the time skip.
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I'd love to see a budget added so we have to pay for the parts, fuel, kerbals and R&D. As others have suggested more planets and moons, possibly asteriods and comets?? Wouldn't want to see time travel, warp drives, space weapons or ships at light speed. :-)
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Building a small space ferry which was basically a hitchhiker unit with fuel and an engine etc to send 4 at a time to and from my station. Sent it up to my space station, docked it, EVA 4 kerbals from said station to ferry, undocked, de-orbit burn, re-entry, hit space to deploy chutes... Oops... Never put them on!
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I like Eve, it's more than just a Venus like planet. The purple colour and oceans give it a true alien feel. One day I May send a manned (Kerballed) flight there but at this point it's beyond my scope, one day I will tho...
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I tried one on a solar probe but the burn time was 18hrs to create a circular orbit. Gave up and not used them since. I am thinking of building an interplanetary ship with 4 or 8 engines but from what I've read I'll stick with nuclear.