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KSP2 Release Notes
Everything posted by Perry Apsis
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Proformance Down The Pooper?
Perry Apsis replied to Space.exe's topic in KSP1 Gameplay Questions and Tutorials
Are you using any procedural parts in the VAB? I've read of issues relating to those. On the other hand, a feature film runs at 24FPS. I hope you're asking out of curiosity and not truly kvetching about 30FPS. -
Hey, Ledg. Open your inventory. Then when you <G>rab a part, hold the mouse down and slide it right into your inventory. Not everything will go, but a surprising amount will. Otherwise, if you want to move a part from point A to point B, go float midway between them. Grab the part and then X-click to attach it at point B. If they're too far apart, attach it as far toward B as you can, then repeat the process. It's kind of painful, especially at first. One thing you can do is attach a bit of ladder where you want to be hovering, then grab onto it and move your part. To be honest, I don't think the system is as well optimized for orbital work as it is for ground operations, but I've had endless fun with it in orbit, nonetheless. For example:
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Just imported my 1.0.2 game with KAS, KIS, MJ (I won't tell you why it wasn't working, because anything you could imagine would be less stupid than reality), Procedural Fairings, Procedural Parts, RPM, and Vessel Viewer. Everything looks pretty good.
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KIS and KAS give you a warning that you should stay with 1.0.2, but I did some basic testing and everything seemed to work so far. - - - Updated - - - MechJeb doesn't seem to be working at all for me, but I see that others have it working fine. Maybe I just installed it wrong.
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[1.1.2] Kerbal Attachment System (KAS) 0.5.8
Perry Apsis replied to KospY's topic in KSP1 Mod Releases
Not trying to out-pedant you, but the message I was referring to came from KIS/KAS, after the "The following mods may blah blah," and recommended staying with KSP 1.0.2. -
[1.1.2] Kerbal Attachment System (KAS) 0.5.8
Perry Apsis replied to KospY's topic in KSP1 Mod Releases
For one thing, you get a message on load that it's not compatible, and you should stay with 1.0.2. EDIT: However, it seems to work. -
Sentinel-2A launch atop Vega VV05 June 23rd
Perry Apsis replied to Hcube's topic in Science & Spaceflight
That fairing probably weighs like 9 tons. Definitely not worth it. :-) -
One thing I recommend very highly: While developing your Eve ascent stage, use Hyperedit to transport it to the surface. You don't want to go through a bunch of trial and error where each trial costs you an hour or two. As was said earlier in the thread, perfect the ascent stage (surprisingly difficult all by itself), then (again, I'd use Hyperedit to put it into Eve orbit) the landing stage, and so on. Maybe it's time to revisit with the new aero and see how it works...
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Do you have a screenshot that makes you laugh every time?
Perry Apsis replied to Randazzo's topic in KSP1 Discussion
50m of KAS winch cable was obviously not enough to abseil down the VAB... I'm going to ask Kospy to take away your harpoon privileges. That was genuinely disturbing. I wonder if Kospy would add a suction cup. Not much good in space, but better than seeing the CAT scan showing the harpoon embedded in Jeb's adenoids. -
My 0.9 Eve mission used a single launch (with a refueling stop) direct mission profile (no separate lander) to get to the planet and back up into orbit, but required a rendezvous with a return vessel to get back. I'm reasonably confident it would have taken less total tonnage if I had expanded the lower stages to include the return vehicle, but I was really pushing the limits in terms of parts already. It would have required extra boosters to get to orbit as well. It was also far, far heavier than anything I've ever launched. But if I were concerned about money I'd have gone with an Apollo-style profile, if the game would handle it.
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I'm missing retractable, powered wheels.
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Been playing the game for going on three years, and it never once occurred to me to use the floor to line them up. Not sure how to feel right now. I think I'm going to seethe with anger at basic.syntax for a while. (Sorry, Basic!) - - - Updated - - - The good news about the 64-bit version is that the devs have been making positive noises about bringing it back once they move from Unity 4 to Unity 5. Unity 4's 64-bit offering is apparently bad enough that they couldn't make a version stable enough to maintain (always worked perfectly for me, but apparently I was in the minority). Some mod developers (at least Ferram, as you noted) finally gave up in disgust and prevented their mods from working in the 64-bit version, which is probably part of what prompted Squad to withdraw that version. I would expect that version 1.1 (which we've been given to understand will probably be the first Unity 5 release) or some release shortly thereafter will include 64-bit for Windows.
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I suggest putting little landing gear inside the cube and see if we can generate thrust by pushing against the walls with them.
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Whats still not good enough?
Perry Apsis replied to Capt. Spiff's topic in KSP1 Suggestions & Development Discussion
Lights should be much brighter when you look directly at them. You should be able to see them from much farther away if they're pointing at you. As it is, they look like somewhat bright patches, possibly (now that I think about it) less bright than the objects they illuminate. - - - Updated - - - Joints are too wobbly. Gimbals are too slow, and fins are slower still. The combination causes nasty feedback loops that will shake a ship to pieces on launch. There are many quite reasonable ships that I can't use stability assist for until they're out of the atmosphere. -
Please Fix Interstages
Perry Apsis replied to Zucal's topic in KSP1 Suggestions & Development Discussion
Tankman101, that's a valid explanation of how it works now, but I think the request is a good one. An option to resize the fairing to the diameter of the parent part (and do some strutting while you're at it!) might be nice. Procedural Fairings's interstage fairings could be a workaround here. -
You know what really disrupts my immersion?* When I pull into range of a station and parts of the station collide with parts they're attached to and blow up, or the station suddenly teleports 7km, or just disappears altogether. Do you think the multi-core physics would help with that? *That is definitely going into my lexicon as a synonym for "frosts my muffins," "burns my biscuits," "harshes my mellow," and so on.
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I've gone mad, and spent well over an hour trying to get text to center vertically next to a picture. I've tried [td style=valign:middle] and [td=valign:middle] and also vertical-align for both, along with numerous and increasingly kooky ideas. Could I just insert some blank lines to get it approximately correct? Sure. But if I were the kind of person to live comfortably with that, I wouldn't be nearly obsessive enough to still be playing KSP after more than two and a half years. I also saw posts here and there on the web saying that it can't be done, and others showing how it can be done, none of which worked for me. Anyone know how? More generally, is there a reference for the codes you can use on this site? I looked in the forum FAQ and the sticky threads here and in the newcomer's forum, as well as the bbcode help page, and didn't see anything relevant.
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Welcome, Kelly. Have you been playing long?
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Free-propellant space propulsion using graphene and light
Perry Apsis replied to Jesrad's topic in Science & Spaceflight
I think you must not have read the summary, much less the article. It doesn't emit photons, it absorbs them and emits electrons. (Although they didn't seem very confident that they actually knew what was happening.) -
Love this mod. I consider it essential for IVA play. Teensy-tiny request: It'd be nice if the partial downloads (RPM and Toolbar) had the version in the file name. I've got VVRPM.zip, VVRPM (1).zip, and so on, and it would be helpful if I could look at the name and see whether mine is current. Thanks!
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[1.1.2] Kerbal Inventory System (KIS) 1.2.12
Perry Apsis replied to KospY's topic in KSP1 Mod Releases
I present to you The Golden Retriever: A rescue and salvage ship capable of missions to Kerban, Münar, or Minmar orbits. The cool part is how it uses KIS/KAS, and the flexibility that gives you. Here, I was retrieving Sanisa and her craft, a science lab inexplicably marooned 8km ASL on Minmus. After attaching a Clampotron to one end, I maneuvered my ship around the derelict, only to find I had not left enough space to fit it, so I sent Bill out to jigger things around a bit. Why were that engine and fuel tank in there? Sometimes I like to rehabilitate the craft and let the rescuee fly it back home. As for the ship itself, well, it's a lot like its namesake. Way too playful on the ascent; just loves to flip, roll, and spin on the way back in; and maybe not the best choice for a young family. Also like its namesake, you can land one if you put a bunch of parachutes on it. Thanks again for a terrific mod that is literally a game-changer.