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tjsnh

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Everything posted by tjsnh

  1. Well some of us browse the web with a telnet client....
  2. Just posted my last update for a bit (version 4), large number of additions.
  3. The next update will also have the "generic" space logo on a variety of different color background flags, in addition to the transparent-background version.
  4. There will be another update on Friday with more castle/city icons and one or two of the funky alien/insect themed space ones I need to edit. When I'm done, it should have all the lego logos/icons.
  5. A collection of Lego Space logos, formatted for use as KSP flags. Also includes a good number of city/castle/etc logos. http://www.curse.com/ksp-mods/kerbal/222393-lego-space-flags
  6. Depending how bad the diminishing returns are, looks like every rocket stage will now get a probe core and a dozen radial 'chutes ....
  7. Well, ideally I'd like to be able to "uninstall" my mod, which is why I haven't just over-written the original files in /squad
  8. Intended for career mode. So I've toyed around with making a mod to re-arrange a few items on the tech tree. I'm starting small - just swapping the stayputnik probe controller and the mk1 command pod. The method I used was to make a copy of the stayputnik and mk1CP in the mod directory (with the appropriate file paths and directory structure) with everything exactly the same except for the tech required. This results in a duplicate part once loaded into KSP - changing the requirement for the mk1CP in my mod doesn't seem to over-ride the default mk1CP, which is still available at the start, and it creates a second one upon unlocking the tech changed by my mod. What am I doing wrong? Is there a better more generally accepted way to re-arrange parts on the tech tree?
  9. Also, does anyone have a sample .cfg of a planet with an atmosphere?
  10. Is it possible to add in a gas giant without using Jool as the "template" ? basically, I want to have a gas giant that's blue, with a blue orbit, on the zoomed-out map (like sentar is in the base mod)
  11. So .. where is tree.cfg ? Doing a search under my entire KSP folder finds zero results.
  12. Well, the thing is I'd like to create a planet just beyond jool/eeloo without sentar in the system ...
  13. Other than planetfactory, are there any planet addition/editing mods out there? I'd like to add in a planet or two beyond jool, just regular stuff nothing super fancy.
  14. I _just_ started reading about planetfactory today, and all the info about it is 6+ months old. Anyone know where to get the most recent version? There doesn't seem to be an 'official' entry for it anywhere.
  15. Would love to see some kind of payload shrouds in an upcoming version that didn't need to be built from heavy flatpanels. Just a thought.
  16. I use KSP on both win and lin64, performance is comparable. Some things load faster on one, some things render faster (better FPS) in the other. It _REALLY_ depends on your hardware rig and how well supported your video card is in both operating systems.
  17. I use two flags: First is the KSSR flag I use for career mode, and the IAEA-derived flag I use for sandbox.
  18. I've rarely had it take that long, but I usually glance at the relative positions after an orbit or three, and if the craft/body aren't moving relative to each other, just burn a little to change the shape of the orbit. Again, ezmode, not efficientmode. ;-)
  19. I've done this a few times, mostly out of laziness. Launch and get into a stable equatorial kerbin orbit as usual, doesn't need to be super circular orbit. Fly to periapsis, point towards prograde, hit M to look at the zoomed-out view, and burn until your flight path intersects with the mun's orbit. Fast-forward time (F5 quicksave every few orbits) until your oblong kerbin orbit intersects the mun and your flight path turns purple/green.. It may take a while, but it will happen eventually. If you zip by too quickly and explode, just push F9 to reload your last quicksave. This is probably the least efficient method, but it's almost noob-proof, and I'll confess that I've used it with unmanned probes more than a few times out of laziness. (I go do other things while probe is orbiting the sun trying to intersect whicheverplanet, and I just check on it now and then)
  20. I suppose that begs the obvious question of how fast you can be going and still "safely" claw an asteroid vs simply crashing into it and exploding?
  21. Cool. I suspect this method might reduce the time required for "docking".
  22. Just some random thoughts while on lunchbreak at work today, havent had the chance to try it. Has anyone played around with using a captured asteroid as a "core" or "base" for a space station? I haven't done much with asteroids yet, and was just thinking that it might provide some flexibility - just stick a claw on top of a bunch of fuel and send it up, and instant fuel-station ? I mean, the asteroids are "parts" right? Counted like rocket parts and not celestial bodies? Can you transfer fuel between different tanks connected to one? Just random thoughts, feel free to chime in.
  23. I'm an aerospace education officer (among other things) with the Civil Air Patrol (google it) and have used KSP as a teaching tool for a class full of about 50 teenage airforce cadets. Specifically, I did a quick "get them interested" tutorial on the projector screen showing how the game works. As expected, they were enthralled instantly. I moved on to a lesson showing how the Oberth effect works. KSP's visually displayed flight/orbit paths make it SUPER useful for visual demonstrations of that sort of principle. I'm planning to use it more going forward.
  24. I could be incomplete on this, but based on some observations and with the disclaimer that I don't "transmit" anything except EVA reports: You have to return the crew-pod containing surface samples (which can be moved from pod to pod by kerbals) to get the science. You have to return the instrument that did the experiment to get the science. The instruments need to be attached to a crewed command pod, or a probe core of some kind, to get the science. So, as far as I can tell, so long as you don't just dump .. say, a materials bay .. off into the ground on it's own, then you should be able to collect the goodies.
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