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Everything posted by federicoaa
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Devnote Tuesday: A week of Experimental Testing
federicoaa replied to SQUAD's topic in KSP1 The Daily Kerbal
Now that you mentioned flight log, something that bothers me a bit is that every time you change either reload or go to another craft/scene the flight log resets. Is it possible to have it persistent? I think they mean the burning time and delta-v indicator that appears when you set a node -
Hype Train 1.0.5: The Local Train Route
federicoaa replied to Whirligig Girl's topic in KSP1 Discussion
One ticket please -
Devnotes Tuesday: KSP at the White House
federicoaa replied to SQUAD's topic in KSP1 The Daily Kerbal
A lesson to remember now. Always get your papers in order, you never know when you are going to be invited to the White House -
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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Now that TriggerAU has joined the team, we all want to know if KAC will be stock
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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