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KSP2 Release Notes
Everything posted by federicoaa
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I had same feeling some time ago, lost the enthusiasm, then saw Scott Manly playing RSS - RO, got into that and I'm hooked again XD
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KSP on PS4 and Xbox One, how will it work?
federicoaa replied to Dat_Spy_44's topic in KSP1 Discussion
Just to mention, you can plug a keyboard and mouse to the ps4. -
Small question here. I had a craft with a vacuum kerolox engine I sent to the moon. After reaching moon SOI I realized all the liquid oxygen was gone, I think it's some kind of boil off, but I did not get any warning. I think It'd be quite nice to have some kind of aid tool in the VAB that tells you if a given tank will boil off and when.
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
federicoaa replied to TaranisElsu's topic in KSP1 Mod Releases
In my RO/RSS.RP-0 install, TACLS doesn't seem to bother if my craft doesn't have electricity, and no idea about the CO2 scrubbers. I'm not sure if it is a bug or what but in the TACLS ingame window electric charge says xxx:infinite I had a pod with food, water, and oxygen in orbit for a month, but without electricity and CO2 full, never had a problem. -
Hi. The 2 LEO mission recently added requires 14 days max of orbit duration, but it has to be done while focusing the craft, any change of focus/scene will reset the counter. Looking at the config file for the contract: Duration 1 -> 1 to 4 days Duration 2 -> 3 to 10 days I suggest reducing the max duration to something that does not require leaving the game running for 10 minutes to complete the contract. Cheers
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I think there's some mod leaking memory quite bad, about 3MB/s fixed increase. (I'm running with forced opengl and standard CKAN installation + FASA + MJ) EDIT: the 3MB/s leak is with warp time, without warp leak is lower, but still memory keeps going up
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you enlightened my life
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1. Check staging 2. Check you have an antenna 3. Check staging again 4. Check staging one more time, your chutes are in same stage as your heatshield...
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Stupid school project - Stopping the moons velocity
federicoaa replied to Myggen's topic in Science & Spaceflight
that is ~1/8 of the total mass of the mun. I recommend using a laser pointer instead XD -
Beware staging launch clamps in second stage is bugged, launch clamps will spawn randomly when in flight, possibly exploding your rocket
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Install KOS, that will help
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I'm playing with RO and RSS, even from lunar reentry I only use like 4 units of ablator (and max G is ~7) Is it normal or should I modify some setup?
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You break my heart
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Nono, but I actually found some videos of people using RT and I think I know now, but the manual does not explain very well I think (there should be more examples) I did not know how to make, for example, that the ship deploy panels (lets say action group 1), I thought you had to input something, KOS like. But I discovered that you set the delay and just press '1' and it's done. It's so simple it's not intuitive
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Hi, I'm trying to get a full list of commands for the computer but I can only find basic info. I want to know, for example, how to do staging and actions groups. Thanks.
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This mod got my interest in KSP back, and stronger than before. Making real life rockets is quite fun and challenging.
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Realism Overhaul Discussion Thread
federicoaa replied to NathanKell's topic in KSP1 Mods Discussions
Hi. I noticed that remote tech and scansat show charge consumption in units/s instead of watts. Is there an easy way to add a config file to modify this?