Jump to content

Pecan

Members
  • Posts

    4,061
  • Joined

  • Last visited

Everything posted by Pecan

  1. This new feature was introduced in version 0.14, according to the wiki (way before my time), where it is documented as "Toggle Ship Labels". http://wiki.kerbalspaceprogram.com/wiki/Key_bindings
  2. Ok, I'm completely at a loss now. You posted this gameplay questions and posed it as a question. You completely reject all the answers people have given you because you know different. Good luck with that.
  3. :-) I know what you mean, but that hardly describes "light".
  4. Then I suspect there is nothing wrong with it but that one or more of your mods is at fault. I'm sure you know the drill for finding out which ... it's a drudge, but you've got a lot more chance of working it out than we have from the information available. ETA: And I was about to compliment you on the pleasantly amusing 'A Vintage Table' and then LOL'd at a conversation between a nut and a piece of furniture. Ain't the internet great ^^
  5. Apparently your ship is at 13km, 7km away from your 6km question. Looks good for a 7km difference. What, exactly, is it that you think is wrong with the camera?
  6. A year and 'only' 129 hours? Spend more time on it, it gets addictive. No, on second thoughts you're probably still managing to life a human life, so that's bad advice. Welcome to the forums after a year too *grin* Actaully, Minmus landing after 129 on-and-off hours isn't too bad and it's nice to see that you did Minmus first - it's harder to get to but a whole lot easier to land on so it is the best first landing choice. As KocLobster says, the next best thing to do is whatever you think would be most fun. As an alternative to just 'whatever you like' though I'm going to offer an old book that I wrote about KSP. The ship designs it details won't work in anything past version 0.90 but the mission-progression will, I hope, give you an understanding of the complexity of the tasks. Exploring the system is in the tutorials here or you can download it as a .pdf file (link in the thread) Broadly the campaign this evolves starts with simple stuff you've done, goes on to satellites everywhere, followed by space-stations and landings (except Eve, just fon't mention Eve ^^). As long as you don't try it with the given ships it provides a good framework in a sensible progression.
  7. Ay, there's the rub [Hamlet] Light, high-thrust AND high dV - well It's like the old, "we want it quickly, cheaply and good", you can usually choose any two you like but aren't likely to get all three. As LameLefty implies though, you can do the rescue in more than one phase - snatch that thing away from the imminent crash (light, high thrust) and then rescue the rescue (high thrust, high dV).
  8. Get the new .zip as well; building a collection of past versions is part of being in the KSP community *grin*. Similarly, most of us have several installs of the same or different versions. That way you can have games with different sets of mods and keep your old 'ambitious' several-game-years mission-to-everywhere going as long as you like.
  9. Ah yes, I remember it well, ... We had a solar panel It wouldn't retract And a nuclear engine It was too weak to relaunch We started a new game Ah yes, I remember that well. ETA: No sort of complaint, by the way - just that the various rebalancing acts can catch you out however well you try to plan ahead.
  10. I can confirm that I have not benefited from my Philosophy Phd, nor my prior Masters in PPE. It is possible that my other Masters, in Computing, has helped and I think my navigation quailifications (land, sea and air) and experience were definitely useful. Yes, I am laughing. There are of course people here whose qualifications are directly relevant to aerospace but I had the luxury of studying what I was interested in once the Computing paid for everything else :-)
  11. A navball pointing directly at any significantly distant target will be pointing at the ground - you probably don't want to go that way! Even at ship, or walking, speed - let alone flying - navigation is all about little orbits. Just like orbits it doesn't make intuitive sense most of the time. The two main concepts are Great Circle Routes, which are the shortest path but with changing compass heading (eg; North-East to Iceland, then South-East to the Netherlands) and Rhumb lines, which use a constant heading but are longer. Seems to work, I made it across the Atlantic three times.
  12. Surely the simple solution to problems with 1.1.1 is 1.1.2. How comes no-one has mentioned this?
  13. And that should be the take-home message of this thread. The big thing is that it's practice and experience in any subject that will make you an expert (eg; the 10,000 hour rule). You'll only put the time in to practice and gain the experience if you have a genuine interest and can nurture and develop it. KSP might be starting small but then the best advice for anyone learning anything is to start with small things, succeed, feel the achievement and progress. Too much too soon will just lead to frustration and dissatisfaction. Top-grade professionals in any field only get and stay that way because they love what they do, which leads to the second important thing to know ... People love to talk about what themselves and what they love. Experts in just about any of the advanced sciences hardly ever get a chance to because no-one understands a word they're talking about (trust me on this) ^^. If you can show that a) you are equally fascinated by the subject, b) you're at least dedicated enough to have mastered the computer-simulation basics (ie; KSP) so you can understand them and c) you're really, really impressed by them doing it in the real world, then they'll be interested in talking to you too. People also like to help people who look like they deserve it - make insider friends and they will find ways to get you involved. Worked for me when I wanted to be a software developer, starting from just highschool knowledge in the late 1970s - which means I had a home computer. Should have been a hopeless joke but 18 months later I was working in the largest computer centre in Eurpoe and doing a part-time degree funded by the Army.
  14. Possibly, although it depends on what you want to DO at NASA. The main thing KSP will help you with is an understanding of orbital mechanics and some of the issues of getting into space. For obvious reasons KSP is simplified though, so remember: https://xkcd.com/1244/
  15. Well done, thought I 'd ask before getting another copy of the same thing. Nice to know there's always a volunteer *grin*
  16. What version is the latest demo for? Anyone tried it?
  17. The back wants to lift more than the front. The back seems to be above the front when it's falling out of the sky. What's the problem? Centre of lift and centre of mass tell you nothing whatsoever about the centre of drag and that's the great big sideways shove that'll make vehicles fail.
  18. And to expand on what Reactordrone said: KSP_win\saves\<your game name>\ships\SPH\*.craft for vehicles made in the spaceplane hanger KSP_win\saves\<your game name>\ships\VAB\*.craft for vehicles made in the vehicle assembly building For anyone else to use your vehicles they just need a copy of it's <vehicle name>.craft file and they'll also need any mods it uses. I use dropbox for files I want to share but there are a lot of hosting options. For just one or two friends you can just email the .craft file to them.
  19. Single Stage To Orbit. Nope, still can't see anything in those words that says "wings". Wings don't have much to do with getting To Orbit with a Single Stage and nothing to do with saving deltaV. Wings will make it harder to get to orbit because they add mass and drag. On the other hand - they let you use air-breathing engines which are much more efficient than rocket engines. It is so hard to work out the deltaV required to fly through an atmosphere, because so much depends on the detailed ascent profile at each point, and air-breathing engines are comparatively so efficient, that deltaV isn't even something you should worry about for that part of the flight.
  20. Why did it explode? Which version are you using? In which version was the old design successful?
  21. I LOL'd - just been installing Ubuntu so I can get some control back from Windows 10.
  22. Thank you, that all makes sense now (I summarise your points as "Squad have made a simulator with parts, physics and planets but the only interest/challenge is in using those parts to master the physics, not in any management or 'tycoon' style gaming content." Kick me if I've still misundertood). Squad have always said they wanted to make a 'tycoon style' game and, yes, I've always thought the very weak point of KSP is the career-mode that's meant to provide that management aspect. Personally, I'm content with sandbox but I think your observations are well grounded. PS: To the OP - hardly anyone's commented on the comment about 64-bit crashing all the time. That only happened with the pre-1.1 versions, where 64-bit wasn't even officially supported, because of Unity 4, didn't it? I've certainly had no problems with it since 1.1 (but haven't tried 1.1.x).
  23. I've been messing-around to see what can be done and there are (at least) two solutions that I've found. True, you can't radially-attach much to the passenger module but the magic component in KSP is the cubic octagonal strut. It'll attach anywhere and gives you a new attachment point so the first option is to put one on top of the first passenger module then attach the second passenger module to the strut using their attachment nodes. You can now select the strut and use the move and rotate tools to position it - and the attached second passenger module - wherever you like. This leads to a second issue, though; how will you make the leading-edge of the upper deck flow smoothly into the lower one? The "Mk3 to Mk2 Adapter" under fuel tanks looks nice to me. You could attach it as above and then just put the second passenger module behind it on its exposed connection node. Wait, what is this? A fuel tank, unlike a passenger module WILL attach radially! So - radially attach the adapter to the top of the first passenger module, attach the second passenger module behind it, select and move the adapater to get the appearance you want. Looks smooth and doesn't need any extraneous struts. Note that if you clip the parts too far you'll get quite a lot of z-fighting. This doesn't look too bad though as long as you keep the windows clear.
×
×
  • Create New...