-
Posts
784 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Daveroski
-
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
Daveroski replied to IgorZ's topic in KSP1 Mod Releases
It happened to me too. I'm using 1.22. I just posted this in the CKAN thread. -
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
Daveroski replied to politas's topic in KSP1 Mod Releases
I have a 1.22 install of KSP. I have KIS installed by CKAN. CKAN told me an update for KIS was available. I trusted CKAN. It installed a version for 1.3 into my 1.22 game. It broke my game. KSP wouldn't even finish loading. I had to manually reinstall the older version of KIS. BAD CKAN. SHAME! Yes, this finger of shame is pointing at you. -
Only on those occasions where I have to select one to put it on a ship. The instant I click on one in the parts catalogue, the error shows up. If I then pick one up which is attached to the ship as to move it or remove it, the error shows up. It would make more sense if I had a mod which changed the size of parts.
-
Plz Help me with Minmus ;(
Daveroski replied to John Kermin's topic in KSP1 Gameplay Questions and Tutorials
Mechjeb likes you to match planes with Mimnus before you do the "Hohmann Transfer to Target" -
From your FILES GUI go to 'view' and tick 'Show Hidden Files' or ctrl-h You should now be able to see '.steam' Folder. (it has a dot as first character to show it's natural state is hidden. Inside select 'steam' Folder (no dot as first character.) Inside that folder is, among others, 'steamapps' Inside that folder is 'common' Inside that folder is 'Kerbal Space Program' So the path is home/username/.steam/steam/steamapps/common/Kerbal Space Program
-
Been too busy pulling tufts of hair out of my ears. The user below me sways to a 4/4 but tap their feet to a 6/8.
-
When you load your save. press escape and select SETTINGS Scroll down and select AVANCED TWEAKABLES Then you will see what I am talking about.
-
This rocket will almost fly itself to orbit. The tanks have been set up so that they are used from the bottom upwards helping to keep the rocket top heavy. Most of the ablator has been removed from the heat shield as it will not use very much on re-entry. Set the tank fuel priorities and the ablator of your heat shield as I have done here. I did not remove the monoprop from the pod. To keep it the same neither should you. Launch this rocket with or without launch clamps. Wait a few seconds for the physics to settle down before turning on SAS (T) and applying full thrust. (Z) Step 1 : apply SAS (T) and full Thrust (Z) Step 2: Stage the engines (Spacebar) Step 3: As soon as the engines fire tap your (D) key 10 times quickly. Tap it. Don't hold it down for a second. Step 4: When the rocket reaches 60m/s turn off SAS (T) That's right -turn it off. Gravity will slowly turn your rocket toward the east as you fly. Step 5: When the first stage runs out of fuel Stage the rocket twice (Engines stop then STAGE count 1-2-3 then STAGE again) This will help stop the stage you just dropped from being blown up by your engine. Step 6: At 30000m cut your engines (X) By this time your rocket will be experiencing some heat. and heat indicators will be showing. Don't worry about it. Step 7: Go to map view (M) now you have an apoapsis well above 70K. Set a node at ap to circularise the orbit. Step 8 Go to ship view (M) and turn on SAS (T) Step 9: aim for the blue node you created in step 7 Step 10 Circularise the orbit. I have just now built this ship and tested it several times in the manner listed above. If you carry out the instructions as I have given them to you, you should have no problem getting it to orbit.
-
I installed some mods and started a new game the other day. Today I took Jeb and Bob down to the surface to test their new lander and pick up some data from a probe.
-
1) How do you know when you are in orbit? Check your map. The blue line which shows your course must be above the height of any atmosphere (on a world with an atmosphere) and above the height of any high ground (on worlds which don't have an atmosphere.) In the case of Kerbin it must be higher than 70K. Both ap and pe on the blue line. ap is short for apoapsis. That is the highest part of your course. pe is short for periapsis. That is the lowest part of your course. If you can not see a pe at all... then it is still below the surface of the ground of the planet and you are not in orbit. 2) Once in orbit, how do you get out so you can get back to earth? Do you need a rocket? In KSP The craft will stay in orbit for ever. To get back you have to point your ship the other way and fire your engines until your pe goes below 70K. How far below 70K determines how fast your ship goes back down. You need fuel to go up to orbit and you need fuel to come back down again. If you are in an orbit which is going around in the same direction as the planet is spinning it as called a 'prograde orbit' if you are going around the opposite way to the direction that the world is spinning it as called a 'retrograde orbit' You came up to orbit by flying east and thrusting 'prograde' and so to return you must thrust 'retrograde.' This will make your pe fall on the opposite side of the world to you It will eventually go into the ground and you will not be able to see it any more. Your pe will be a negative number. With a rocket you will usually detach the fuel and engine before entering the atmosphere so that your heat shield can protect your capsule as it comes back. With a space plane your you return the same way except that you need a longer descent. Your ship will feel the heat of re-entry longer but not get as hot as quickly as a rocket. 3) What is the difference between orbit and ground speed? Orbital velocity is how fast you are flying through space in orbit compared to the speed that the ground is moving below you of whatever world you are orbiting. If you go into your street and throw a ball straight out in front of you. Going for distance rather than height. It will go so far and then come down to the ground again. But it's flight path was an arc. Now imagine that the arc was bigger and eventually the ball would fall over the horizon. If you throw it so hard that the horizon falls at the same speed as the arc of your ball (and air wasn't rubbing against it slowing it down) then it would be in orbit. If you threw it too fast, it would escape the gravity of earth completely and go off into outer space. Any more problems.. let me know.
-
More challenging career mode is what we need.
Daveroski replied to Noud's topic in KSP1 Suggestions & Development Discussion
So when you used to play... Did you only do career mode missions? Surely you are aware that career mode is a tool to give you options for missions in the unlikely event that you are unable to think for yourself. While most of the stock missions are stupid beyond belief, a few of them can be quite entertaining but at the end of the day, I'm in charge.. my program. My missions. Oh I agree that most of the missions are ridiculous. I had just arrived at Ike and had to rescue someone.. and those ore missions.. and test this and that in a stupid way missions. Most are indeed clearly filler. -
Why is my spaceplane's drag so weird?
Daveroski replied to jebe's topic in KSP1 Gameplay Questions and Tutorials
Before re-entry Move all of your fuel as far forward as possible and try again. Oh.. and welcome to the forums- 18 replies
-
- 2
-
- spaceplane
- re-entry
-
(and 1 more)
Tagged with:
-
More challenging career mode is what we need.
Daveroski replied to Noud's topic in KSP1 Suggestions & Development Discussion
@Noud asked how I keep it fun all the way to 'the end' (that's a laugh - it NEVER ends.) Playing career mode doesn't mean only doing career missions. Except for maybe some rescue-from-the-surface-of missions most of them are banal. You never had to rescue a kerbal from Tylo? Me neither yet. But when that one comes up, I'll Be ready for that one too. -
More challenging career mode is what we need.
Daveroski replied to Noud's topic in KSP1 Suggestions & Development Discussion
I mentioned my Tylo Miner earlier. Tylo is a challenge. The transfer window. Miss that and you could be waiting a couple of years for another. The launch vehicle. Launching something heavy and with an unforgiving COM and still keep it as realistic as possible is fun too. I like to try to orbit jool without having to use Jool's atmosphere and without having to burn any fuel at all to get the orbit. Tylo. Tylo is big fat and sassy. It may let you land but It isn't keen on letting go of you once it has you. I'm actually quite looking forward to my next window as I have a new toy to play with once there. I have thousands of hours in-game and can still look forward to things. That's pretty nice don't you think? This is the kind of challenge I like. -
More challenging career mode is what we need.
Daveroski replied to Noud's topic in KSP1 Suggestions & Development Discussion
Oh my goodness no... not my kind of game at all. Far too much micromanagement. I want to pilot the missions. (I can too from IVA) I want to build the ships, stations and bases.. No Problem there. All that management of funds etc. but to what end? Eventually I'll still have unlocked all the tree and still be feeling like something is lacking in the game when I am landing my Tylo Miner. There's a kind of 'So What!?' feeling. No end in sight.. no objectives... no End-Game. It doesn't matter how much micromanagement is added to the game, it will still end up being an endless sandbox game. Having an actual 'Game Over' situation would give me something to aim for and make me feel more like starting a new game to try things differently. It seems we and many others want different things from our game. -
More challenging career mode is what we need.
Daveroski replied to Noud's topic in KSP1 Suggestions & Development Discussion
As far as I'm aware, I have 'managed' every game I've played. I decide what to launch where,why and what crew to use. What experiments to perform. My 'program' while entirely free-form and liable to change from day to day is still a 'program' and I am managing it. Perhaps I misunderstand. What do you mean by 'There's absolutely no management to this game.'? Please define 'Management.' -
More challenging career mode is what we need.
Daveroski replied to Noud's topic in KSP1 Suggestions & Development Discussion
KSP has no objective as far as an 'end-game' goes. If it had actual objectives for easy medium, hard and custom levels then how fast R&D was done would be of minor concern. For example Easy level objective. Have a station at Kerbin. Plant flags on the Mun and Mimnus. Medium. same as Easy level plus plant a flag on Duna. Have stations at Mun and Mimnus. and a Mining Base at either Mun or Mimnus. Hard. Same as medium level plus Have a Station and a Mining Base in the Jool System and plant a flag on all Moons of Jool. The idea being that as there would then be actual 'end game' scenarios and this would then be the prime objective of the player. He would no longer feel at a loss having researched everything in the tree. 'Careers' would be about the main objectives and the contracts would be of less 'end game' importance to the player. -
Presses button: "Ah Waiter! There's a fly in my soup!" "indeed Sir, they appear to be getting in from another thread. Waiter presses the button, morphs into a spider and lands in my soup. I change the button text to "Auto Wipe" and leave.
-
One clearly doesn't have to be rude or insulting to get one's posts deleted. One only had to disagree with the wrong people.
-
I reported this months ago. http://bugs.kerbalspaceprogram.com/issues/13314 Squelch from QA acknowledged that there was something wrong but still did not confirm that it was a bug. Quote "Thanks for reporting this. There is certainly something not right here, and there appears to be log entries that haven't been seen before in any tests, or indeed other reports, so this could well be an edge case. Could you please upload a pre-dock save to aid in debugging what happens with the vessel identifiers? " I gave all the data required. If I load the save in Linux or Windows it is still broken so it isn't OS specific. As the BugTracker is run by QA I have to wonder if the devs are even aware of this bug. I think I have been patient long enough. How about a response from a Dev?
-
Shrouds going walkabout
Daveroski replied to Nathair's topic in KSP1 Technical Support (PC, modded installs)
I have already mentioned this in Bugtracker. http://bugs.kerbalspaceprogram.com/issues/13191 For me, it happened in stock simply by switching to a ship in interplanetary space headed to Duna. -
This won't cause a problem on LInux?