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Everything posted by FleshJeb
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You've given me rep 3 times for that, including my first. Thank you.
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Infinite monkeys on infinite keyboards...
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DevNotes: "something rather brilliant from RoverDude"
FleshJeb replied to AbacusWizard's topic in KSP1 Discussion
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Will other bodies ever get the proceduaral craters treatment?
FleshJeb replied to r4pt0r's topic in KSP1 Discussion
I thought it was a fixed seed, ergo they're the same every time? -
I got about halfway through SpaceChem before I had to start looking at walkthroughs. It does get VERY hard. Learned a lot about state machines though. Similar but easier game: http://www.bigpharmagame.com/ I'll be picking it up shortly. The publishing company has a really good rep, and is responsible for games like Gratuitous Space Battles, and Democracy 3. EDIT: I just got a Cerulean Carmouth, you can have it for the low low price of nothing at all. PMing you info
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Candidate Jeb: Do you support my right to inhale rocket fumes? Do believe that Attack Helicopters should be allowed to get married? Will your administration discriminate against MechJeb users?
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Space plane inline decoupler
FleshJeb replied to Gameslinx's topic in KSP1 Suggestions & Development Discussion
There's some precedent... -
KSP 2.0 - What would you expect (or wish) for a sequel?
FleshJeb replied to carlorizzante's topic in KSP1 Discussion
Fun ideas in this thread. The only thing I want for KSP 2.0 is for Nova to be the Supervising Producer. That would be one hell of a game. -
I have something shameful to admit... I actually visualized your head exploding when the announcement was made. I'm sure a BUNCH of us have been googling like mad, and we'll all probably find this: http://sardoose.rustedlogic.net/reviews/jturbo/index.htm Here's the serious question: This is just a pass-through company, right? Do they just contract stuff out to rent-a-developers and take a cut? Companies of that ilk exist in the civil engineering industry also, and I've seen a few in the last 20+ years.
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Aerial cranes with MechJeb
FleshJeb replied to MaverickSawyer's topic in KSP1 Gameplay Questions and Tutorials
Take a look at Cupcake's thread: http://forum.kerbalspaceprogram.com/threads/27424-Cupcake-s-Dropship-Dealership?p=691402&viewfull=1#post691402 He builds very responsive VTOLs by supplementing the jets with small bursts from rockets. If you go with strict air-breathing, you'll just have to fly very carefully, and always be thinking 30-60 seconds in advance. That can actually be a fun challenge. EDITED link above to his retired craft: Looks like he quit doing airbreathers because 1.x is not fun. ;-) However, the low-altitude performance is still similar. -
KSP 1.0.3 - ETA ? (waiting for it, cause mods^^)
FleshJeb replied to brienne's topic in KSP1 Discussion
I'm not sure about that. I think there's quite a few of us that still play the older versions. I've played 1.x for a few hours, but I don't see any compelling reason to upgrade until it's had some more work put into it. Particularly, balancing and tuning the new physics. They're so poorly implemented as to be counterintuitive at the moment. -
Good luck, FR8. Glad to see you're on the road to recovery, even if it's going to take a while. I love your sig, BTW. I'll crash a rocket for you tonight. ;-)
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I was really excited...then I read the reviews. Holy crap, it sounds like they murdered the gameplay.
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How do I reach a Polar Orbit?
FleshJeb replied to CaptainApollo's topic in KSP1 Gameplay Questions and Tutorials
When you do your gravity turn, aim for heading 0 or 180. It'll be a little off from perfect because of the rotation of the planet. If you want it closer to perfect, try 355 or 185. -
I'm in Civil/Survey. We use decimal feet, and we LIKE it! Of course 0.01 feet is more or less 1/8", so conversions aren't too bad. Oh wait, we use US Survey feet. The conversion is 1200m/3937USft = 0.3048006.... International feet are 0.3048m/ft. exactly That makes a BIG difference if you're converting coordinates around 6x10^6 feet. What's REALLY sad is that CalTrans was operating in metric for a few years, and then they went back to English units: http://enr.construction.com/news/transportation/archives/050314.asp
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I think I dated her...
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Sadness. Just found another thing that was broke in 1.0
FleshJeb replied to DerpenWolf's topic in KSP1 Discussion
Actually, the ISP is really close now. Current real-life tech is listed at 20-50km/s exhaust velocity. This is range for ISP of 2040-5099. The Quad-Grid tech I posted upthread is higher, of course, but that's in the bench-test phase. -
Not my preferred mode of play, but some days I just want to watch the world burn. ;-) What KSP really needs is Hippie Mode.
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It took me forever to find a reference to that bug: http://forum.kerbalspaceprogram.com/threads/98232-Colliding-into-building-3km-away A) it's fairly common. seems to occur after a long flight or high timewarp. C) seems to only happen to wings. Are you getting it with rockets too? D) no known cause or solution. Someone said approaching KSC from the north, instead of headed down the runway, worked. Maybe try landing out in the hills and rolling in? You should definitely post the details of your flights in that thread (type of craft, how far away you got, if you hit really high timewarp, are you using the stock 1.0 aero physics, or is it with the "old" options turned on), and if you have any success in beating it. They'll be able to offer you more help, and it will be good to pass on more data. Good luck!
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Sadness. Just found another thing that was broke in 1.0
FleshJeb replied to DerpenWolf's topic in KSP1 Discussion
http://en.wikipedia.org/wiki/Dual-Stage_4-Grid The PDF linked in footnote 1 was fascinating. It looks like the limiting factor is the weight of the power generating equipment. "25 kg/kW or less" -
Seeing the rest of the navball?
FleshJeb replied to Sharpy's topic in KSP1 Gameplay Questions and Tutorials
DOH! Good catch RIC. I even have E.H. but I abuse Mechjeb so badly I barely use the Navball outside of atmo (Except for docking.) -
I caaaaan't heeeeeaaaar yooooouuuuuu!!!! LALALALALLALALAL