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ArchangeI posted:Favorite small feature so far: maneuver nodes stay even when you EVA. That was in the last patch I believe--nodes persisted on the craft they were created on.
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# ? Jul 18, 2014 00:54 |
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# ? Jun 9, 2024 18:09 |
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ArchangeI posted:You have to right click the engine and select Run Test. e: it works if I drag all the stages around to make a blank one below the engine stage and then hit space, though
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# ? Jul 18, 2014 00:56 |
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pun pundit posted:This should probably be "I would avoid switching to Steam in the middle of an update that taxes Squad's servers severely". Good advice in general, but nothing seemed up with the site at the time. edit: And already gotten back to. But I'd still advise chilling for now if you were still looking to switch.
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# ? Jul 18, 2014 01:00 |
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xzzy posted:Good point man, we should just ignore it and it'll probably go away. I mean there's no precedent or anything. I'm not in favour of modstatistics or anything, but there were people in this thread literally calling it malware and implying that downloading it would immediately fill your computer with viruses, and treating any mod that had it like it had loving leprosy.
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# ? Jul 18, 2014 01:00 |
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Is there a rule of thumb about where to do your deorbit burn in order to end up as close as possible to the KSC?
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# ? Jul 18, 2014 01:02 |
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DStecks posted:I'm not in favour of modstatistics or anything, but there were people in this thread literally calling it malware and implying that downloading it would immediately fill your computer with viruses, and treating any mod that had it like it had loving leprosy. xzzy posted:It's also the give 'em an inch they'll take a mile problem. KSP mods are compiled C# code that isn't run in a sandbox. They can do literally anything on your computer and dump the results out onto the internet.
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# ? Jul 18, 2014 01:04 |
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ArchangeI posted:Is there a rule of thumb about where to do your deorbit burn in order to end up as close as possible to the KSC? Depends on your spacecraft, your descent profile, and how far out your orbit is. Which is to say: No.
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# ? Jul 18, 2014 01:04 |
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I could swear I saw a mod on the forums here some pages back, but now I can't find it anywhere on the whole of the internet. All I know about it is that it included inflatable heat shields and floaties for splashdown, as well as some parts that allowed automatic firing of stages under certain conditions (fuel tank is empty, etc). Can anybody point me in the right direction?
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# ? Jul 18, 2014 01:06 |
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Yes, this one reasonable post does in fact refute my statements that dozens of people were freaking the gently caress out.
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# ? Jul 18, 2014 01:06 |
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DStecks posted:Yes, this one reasonable post does in fact refute my statements that dozens of people were freaking the gently caress out. I'm not trying to refute it, dude. Trying to show that they had good loving reason.
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# ? Jul 18, 2014 01:08 |
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ArchangeI posted:Is there a rule of thumb about where to do your deorbit burn in order to end up as close as possible to the KSC? At 100k circular orbit I burn at 90 degrees away from KSC until my trajectory intersects with land on the other side of the planet. It's not exact but good enough for me.
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# ? Jul 18, 2014 01:09 |
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Geirskogul posted:I'm not trying to refute it, dude. Trying to show that they had good loving reason. No they didn't. Show me one person who actually had any harm befall their computer because of modstatistics, anyone at all, the tiniest degree of harm, and then you'll have good cause to scream MALWARE!
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# ? Jul 18, 2014 01:09 |
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I'm not sure if this is new behavior, but my Mk16 parachute is disappearing when reloading a quicksave after it was already deployed.
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# ? Jul 18, 2014 01:12 |
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DStecks posted:No they didn't. Show me one person who actually had any harm befall their computer because of modstatistics, anyone at all, the tiniest degree of harm, and then you'll have good cause to scream MALWARE! The objective is to prevent it from ever happening. You know, the proactive approach. I know planning ahead isn't a strong suit for most people, but it really does matter.
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# ? Jul 18, 2014 01:20 |
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forfeit posted:I'm not sure if this is new behavior, but my Mk16 parachute is disappearing when reloading a quicksave after it was already deployed. I had that happen, too, in the previous version - hilariously, though, IIRC the parachutes didn't actually -disappear-, the game just stopped rendering them. When the craft hit the altitude for complete deployment they just magically reappeared out of nowhere. Alternatively, you might've had a physics jerk on load that ripped the things clean off.
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# ? Jul 18, 2014 01:23 |
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xzzy posted:The objective is to prevent it from ever happening. You know, the proactive approach. Proactive =/= hypochondria.
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# ? Jul 18, 2014 01:26 |
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ArchangeI posted:Is there a rule of thumb about where to do your deorbit burn in order to end up as close as possible to the KSC? Depending on most craft, you can aim for a 30km Pe above the space center (maybe a little easterly) and most likely not overshoot much. The rotation of the planet comes into play from interplanetary or even minmus distances though.
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# ? Jul 18, 2014 01:30 |
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Germstore posted:The upper speed limit on the test x-part contracts tend to be really low (maybe it's intended as part of the challenge, maybe I'm too ). Oh thank god, it's not just me. I took "test parachute" and "test decoupler" contracts with upper limits of around 500m/s, accidentally went to space, and zipped through the target altitude at around 1.2 km/s. E: there desperately needs to be a way to enlarge the contracts window, it's way too tiny to be useful when you have to scroll to see even a single contract
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# ? Jul 18, 2014 01:33 |
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ArchangeI posted:Is there a rule of thumb about where to do your deorbit burn in order to end up as close as possible to the KSC? http://imgur.com/a/tKq8l
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# ? Jul 18, 2014 01:37 |
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DStecks posted:Proactive =/= hypochondria. People are having a strong response to it because Majiir's actions are insulting. With the opt-out system, he's going behind people's backs and presuming their consent, just to make sure that his KSP Modders With The Biggest Dicks website is as accurate as possible.
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# ? Jul 18, 2014 01:42 |
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Srebrenica Surprise posted:
Jesus christ, is that why I can't seem to complete any test-engine-in-flight contracts? Can't wait for 0.24.1.
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# ? Jul 18, 2014 01:43 |
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I love that these put me in these weird rear end situations. I have to test a liquid engine while splashed down, but I don't have wheels to taxi out there, which resulted in this... It requires split second timing, because liquid engines like to fall off when they touch water. The second it splashes in the bay, I activate the upper engine. First attempt sent me back airborn...did not end well.
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# ? Jul 18, 2014 01:54 |
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I have a contract where I'm supposed to test the mega-SRB in Kerbin orbit. I don't even have the Skipper or solar panels yet to get it up or use a probe. I guess this would be a fitting last mission for Jeb.
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# ? Jul 18, 2014 01:59 |
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Do you hate buying parts after unlocking them in research as much as I do? Worry no more! From the creator of PartCatalog comes this request of mine: http://puu.sh/ag4WH/50380e4f36.dll You'll need to make it a folder/plugins on GameData. No source provided since it's a simple request, so use it only if you're not worried.
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# ? Jul 18, 2014 02:04 |
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Srebrenica Surprise posted:I have a contract where I'm supposed to test the mega-SRB in Kerbin orbit. I don't even have the Skipper or solar panels yet to get it up or use a probe. I guess this would be a fitting last mission for Jeb. Don't forget you can tune the thrust and fuel with tweakables in the VAB.
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# ? Jul 18, 2014 02:04 |
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I can't seem to get ownership over a kerbal I'm trying to rescue. In the scott manley video, a close approach seemed to do it but not for me.
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# ? Jul 18, 2014 02:11 |
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They fixed time accelerate = freeze rotation! I'm screwed. Edit: Oh wait, nevermind, it was in physics mode. Arsonide fucked around with this message at 02:17 on Jul 18, 2014 |
# ? Jul 18, 2014 02:15 |
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There's something thrilling about rescuing a Kerbal that I didn't put in danger myself.
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# ? Jul 18, 2014 02:15 |
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Srebrenica Surprise posted:I have a contract where I'm supposed to test the mega-SRB in Kerbin orbit. I don't even have the Skipper or solar panels yet to get it up or use a probe. I guess this would be a fitting last mission for Jeb. Fit sideways firing sepatrons/retro SRBs to capsule, and 4 or so to the test SRB (all staged together with stage separator). Get in the test zone, aim yourself retro and fire the test SRB until you hit 30km PE then stage the separators.
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# ? Jul 18, 2014 02:16 |
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ToxicFrog posted:Jesus christ, is that why I can't seem to complete any test-engine-in-flight contracts? huh? All you have to do is activate the engine when all the conditions are met.
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# ? Jul 18, 2014 02:22 |
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Am I the only one still having no luck downloading from the KSP store or patcher? e: I guess complaining to the internet made all the difference, the patcher is going now. Guy Montag fucked around with this message at 02:44 on Jul 18, 2014 |
# ? Jul 18, 2014 02:24 |
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Kevsop posted:edit: And already gotten back to. But I'd still advise chilling for now if you were still looking to switch. Lucky! No such luck on my end. I'm guessing the support people are probably home by now.
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# ? Jul 18, 2014 02:27 |
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Update to KSP incoming on Steam now, it's... 238.6KB? I'm stunned it's so small! EDIT: Nope, suddenly shot up to 429.8MB. Oh well! Rohaq fucked around with this message at 02:33 on Jul 18, 2014 |
# ? Jul 18, 2014 02:30 |
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They wanted me to test a decoupler and a stabilizer on the launch pad and I said, "okay." This is my splashdown engine tester. It works most of the time.
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# ? Jul 18, 2014 02:46 |
Testing a Mainsail in orbit before I had 2.5m parts got me a cool 350k and like 80 science. Luckily I could use a Mainsail on the lifter, too,
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# ? Jul 18, 2014 02:50 |
I've decided to actually play the game come this patch. I was doing the tutorials and got up to the first asteroid interception tutorial. It tells me to use the node to burn, but when I start burning at the node the node time to burn goes up. I'm guessing this is because I'm facing away from the node, but I can't seem to steer the sattelite at all, so I can't line up with the node. Any tips with what I'm doing wrong?
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# ? Jul 18, 2014 02:51 |
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Anyone notice that decouplers have lost most of their power? This is x64... if it matters. Edit; Other people are also reporting this on the forums. Seems it is a x64 issue. Zero One fucked around with this message at 03:02 on Jul 18, 2014 |
# ? Jul 18, 2014 02:53 |
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Oh man, I just got a rescue mission so hyped
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# ? Jul 18, 2014 02:53 |
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Mr E posted:I've decided to actually play the game come this patch. I was doing the tutorials and got up to the first asteroid interception tutorial. It tells me to use the node to burn, but when I start burning at the node the node time to burn goes up. I'm guessing this is because I'm facing away from the node, but I can't seem to steer the sattelite at all, so I can't line up with the node. Any tips with what I'm doing wrong? If you're already grappled to the asteroid, try releasing and moving the ship around to point the right way, then reattaching.
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# ? Jul 18, 2014 02:54 |
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# ? Jun 9, 2024 18:09 |
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Obama 2012 posted:I could swear I saw a mod on the forums here some pages back, but now I can't find it anywhere on the whole of the internet. All I know about it is that it included inflatable heat shields and floaties for splashdown, as well as some parts that allowed automatic firing of stages under certain conditions (fuel tank is empty, etc). Can anybody point me in the right direction? I dunno about heatshields and the like but the other one is probably Smart Parts.
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# ? Jul 18, 2014 02:55 |