Hidden Gunman
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KSP2 Release Notes
Everything posted by Hidden Gunman
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One way to do it is to construct your command module first, then construct your lander on top of that (basically, attach and construct it second). So long as your non-lander has a command component first, you can add a second (or more) command component, and if I recall, save the lander as an assembly (you'd need to check that though).
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Antipodal Bomber/Lander using FAR?
Hidden Gunman replied to MedwedianPresident's topic in KSP1 Mods Discussions
I designed a plane with long wings that basically just wallowed at low altitude, but over 10k up it became a beast...it would zip along with jets on (more or less) idle at 2000kph, but would gradually dive and climb between 36 000m and 25 000m. No piloting involved, it just did it's thing (using NEAR). -
Have you got power on your probe? Check that you haven't run out of electricity...
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Gamesbooster simply shuts down background programs and processes. Rather than simpy accepting the default setting, it's worthwhile to tweak it so that you set what it does and does not turn off. It can make a significant difference to game performance. Make sure that you also tweak your security suite settings, and allow the appropriate programmes (i.e. your games).
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A docking port...
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KAS and EPL's Love Baby: 3D-printer
Hidden Gunman replied to 1of6Billion's topic in KSP1 Mods Discussions
That's sort of the the point...the printer modules come in a range of sizes, each able to make certain parts/assemblies based on their relative sizes. You would take a big non-rover'able one to manufacture the parts for your base, then use the smaller ones when away from the main location. However, you would need to make a 'skip loader' or some sort of mining rig to supply (notional) resources or Mun rubble to the printer for it to actually print stuff. Rather than making the game easier, it actually involves a lot more effort on the player's part - also adds another dimension if the stuff needed to go into the printer isn't too common and you have to look for it. -
The "You know you're playing a lot of KSP when..." thread
Hidden Gunman replied to Phenom Anon X's topic in KSP1 Discussion
That's an awful lot of grunt...what cartridge? -
KAS and EPL's Love Baby: 3D-printer
Hidden Gunman replied to 1of6Billion's topic in KSP1 Mods Discussions
Actually.... http://rt.com/news/203643-moon-base-3d-printer/ I see a big*ss mobile printer module. If it can't be done in KSP, it can't be done... -
The "You know you're playing a lot of KSP when..." thread
Hidden Gunman replied to Phenom Anon X's topic in KSP1 Discussion
You take a day off work because KSP just updated to the next version... -
Anywhere from 24 to 60, if I limit fps to 60...if not it generally clicks along at 54 on average. As someone posted earlier - use Razor Gamesbooster. Not just for KSP, but most games. On top of that, experiment and adjust settings via your graphics card operating menu, and balance that with the ingame menu...that makes a major difference. One thing I found out yesterday was that I installed KerbalModManager, and launched the game through that...it launched in 64bit, and gave me warnings, and the game was a bit of a lottery when it ran (but it did run, sometimes)...however, booting out of Gamesbooster, it launches in 32bit - probably something to do with the launch path I set for it.
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I installed last night, and found my game experienced massive issues: Upon loading a pre-made 'load' craft in the assembly shed, after removing a part I could no longer attach any parts. I then tried assembling a new craft - after selecting a command unit and attaching several parts, it then reverted to not attaching any parts. After restarting the game, and repeating this process a number of times, I then got weird anomalies - I loaded a pre-made craft, and the rocket engines all started in the assembly shed, exhausting out sideways like a roman candle or katherine wheel (entertaining, but odd). I then started the process of removing mods, individually, checking for anomalies, then re-installing individually and checking, etc. Whatever the conflict, it appeared to be triggered by Tweakscale, as without it the game is sweet. I'll post a mod list shortly.
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Kerbal Alarm Clock, In-game Notes, coding mission names, and a notepad. It's something of a nightmare.
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I'm seriously considering designing one as a spaceplan and flying it to the Mun...
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"Cry havoc! and release the dogs of warp!" Shakeskerman
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Please folks appreciate the mod makers
Hidden Gunman replied to CommanderJohnKoenig's topic in KSP1 Mods Discussions
Here's a suggestion, to assist those that do tend to gripe about 'mod update lag' - take your game off auto-update, then check your mods' histories within a few days of each game update, and when they are updated, then you download your game update and mod updates. Then come on the forums and thank people -
What do you do when you lose inspiration?
Hidden Gunman replied to FishInferno's topic in KSP1 Discussion
Either switch games, or attempt to build and fly a workable spaceplane...I'm so hopeless at aircraft that after an hour or two of frustration doing anything different is relaxing... -
Is KSP the greatest video game ever made?
Hidden Gunman replied to sedativechunk's topic in KSP1 Discussion
This thread made me check time in games...KSP 574 hours, Skyrim 3028 hours (I really need a life...one not in Tamriel...), Fallout 3 3500 hrs plus (multiple installations). -
I was offered an @500 000 fund, 500 science contract for an engine test, but the parameters gave me a window of 1400m altitude at a speed between 450 and 550m/s, commencing at 11500m altitude. I thought money for jam, but being a 'fly by guesstimate' player I've had ten attempts and can see another ten attempts to come *facepalm...
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Is KSP the greatest video game ever made?
Hidden Gunman replied to sedativechunk's topic in KSP1 Discussion
It's close...but throw in some dragons, zombies and farm animal simulators and it might just get over the line. -
Basic Aircraft Design - Explained Simply, With Pictures
Hidden Gunman replied to keptin's topic in KSP1 Tutorials
You may have just saved my spaceplane hanger from becoming a storage shed for only ever seen once designs and tumble weeds...thanks man, most appreciated... (and if I find the &^%$er who suggested 'centre of lift before centre of mass' to me some time back, I'll commit a crime... ) -
My 'latest build' game was at the point of a manned mission to the Mun, spent all of yesterday calculating everything and putting it all together..launched, landed, did the flag planting and rock collecting, lifted off, went to marry up for the trip home...and moved to dock the command module with the lander module, and promptly ploughed them both into each other at some unholy velocity...Very spectactular explosion. Still trying to figure out what happened there...
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You know you're a noob in KSP when...
Hidden Gunman replied to Science-Recon's topic in KSP1 Discussion
...you realise on that first Mun landing that your lander ladder is on upside down.