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Everything posted by Kuu Lightwing
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I think it is safe to assume that most KSP players don't care about both xbox or ps4.
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Come hear about KSP 1.1, straight from Squad!
Kuu Lightwing replied to Streetwind's topic in KSP1 Discussion
So, we need a mirror in the cockpit, right? -
Come hear about KSP 1.1, straight from Squad!
Kuu Lightwing replied to Streetwind's topic in KSP1 Discussion
The upside is that they got their hands on the coolest jet ever: -
Come hear about KSP 1.1, straight from Squad!
Kuu Lightwing replied to Streetwind's topic in KSP1 Discussion
Pretty much my point And a larger SABRE, too! -
Come hear about KSP 1.1, straight from Squad!
Kuu Lightwing replied to Streetwind's topic in KSP1 Discussion
I'm not saying that it's a bad thing, but I think a large one is needed more. -
Come hear about KSP 1.1, straight from Squad!
Kuu Lightwing replied to Streetwind's topic in KSP1 Discussion
Oh, geez. New jet is fine, but why is it a small one? We need BIG jets and BIG SABREs so that we don't need to stack 20 engines on an SSTO.... Also we need BIG SRBs that can work for heavy lift launch vehicles. -
Tripropellant experimental engine
Kuu Lightwing replied to Angeltxilon's topic in KSP1 Suggestions & Development Discussion
I think we should get a hydrogen engine first -
Huh, funny. that shouldn't work. What does work, though is using some moon for capturing. It saves so much dV at Jool...
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A bigger NERVA
Kuu Lightwing replied to Kuu Lightwing's topic in KSP1 Suggestions & Development Discussion
Making a bigger engine worse than several small ones doesn't make it balanced. In fact it defeats the whole purpose of adding it in the first place. While it would serve a purpose of reducing the part count and maybe would have better aesthetics, the game would encourage you using a bunch of smaller engines which is not counter-intuitive. -
A bigger NERVA
Kuu Lightwing replied to Kuu Lightwing's topic in KSP1 Suggestions & Development Discussion
Atomic age is a mod by PorkJet, right? I read the description, but it doesn't say about a bigger NERVA, just nuclear lightbulb, which is an NTR, but a gas-core one. And it has pretty darn good ISP. Still, the mod looks pretty hot, but it's a mod after all. Well, I didn't mean flatly upscaling the current one, I just want an engine that I can use instead of spamming lots of current ones. 3x thurst is still a bit too low I think. Real life NERVA concept had 333kN of thrust, and the thing is, we don't KSP version to be much weaker, because long burns are quite tedious. -
A bigger NERVA
Kuu Lightwing replied to Kuu Lightwing's topic in KSP1 Suggestions & Development Discussion
Ugh, 1.0 broke a lot of designs, and I would happily rebuild my rockets if atomic rocket changes. -
Current NERVA is fine, but it's a bit too small. For any interplanetary craft of decent size I need to add quite a number of them. For example my Endurance interplanetary ships used six: While this is something I took advantage from (there's a docking port at the back which I used for lander attachment), I feel like NERVA is something that you shouldn't need more than one or two. In fact most of the real life NERVA concepts used one engine per stage. And with 60 kN of thrust like it's in the game, we basically have to spam NERVAs all over the ship to go places, unless it's a small ship like this: So, I suggest to either make the current NERVA heavier and more powerful, or add one more NTR which is bigger. Or maybe even other kind of NTR - liquid core or gas core engine, but that realistically should have more ISP and I'm not sure the game needs something like that.
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No! Launch a manned rescue mission to recover the craft
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nice! Does it come in black?
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KSP SRBs are too weak anyways... Let's look at Atlas V which uses RP-1/LOLX for the first stage an SRBs. RD-180 engine produces 4,152 kN of thrust and first stage burns for 253 seconds. AJ-60A SRBs produce 1,270 kN of thrust each and burn for 94 seconds. Okay, if we are to compare that to KSP engines what would we choose? I mean Kickback produces 670 kN Vac thrust and if we compare that to Twin Boar (2,000 kN Vac thrust), the ratio would be close to RD-180/AJ-60A. The problem is AJ-60A are small boosters, while Kickback is the largest we have. So there's no way to make something like SLS/Space Shuttle/Ariane V when SRBs provide most the power initially - you have to replicate those using liquid boosters. TL:DR: I think we need 2.5m SRBs to do the heavy lifting. Maybe reduce the size of current ones a bit.
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What is this and why did you build it?
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No-no-no-no-no! 1) Build a rocket, crash it, fix staging, fail to reach orbit 2) Add more boosters, get it destroyed on ascent because of wobbliness. 3) Add more struts, flip on ascent, fail to reach orbit. 4) Add fins, finally reach orbit, post "My first orbit" link on /r/kerbalspaceprogram. 5) Watch Scott Manley tutorials (or DasValdes bootcamp). Disassemble your abomination and build a normal rocket.
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More animations for Kerbals EVAs.
Kuu Lightwing replied to baggers's topic in KSP1 Suggestions & Development Discussion
Taking their helmets off -
Do you feel cheaty using reaction wheels?
Kuu Lightwing replied to BlueCanary's topic in KSP1 Discussion
Can you give any reasons for doing so? You don't like how other players play the game? Given this part of the comment you won't probably notice if the docking ports are gone. -
Like Scott Manley does
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We need to go deeper. I actually avoid using aerocapture anywhere right now because it's quite easy to burn your craft on reentry, so I guess a safer approach - capture using engines and then slow aerobraking would work better... NASA does that too! Oh and in Joolian system, gravicapture is so much safer and also faster I think! Actually you could probably capture at Duna using Ike, because that mun is enormous compared to its parent...
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Wait till your speed is below 250 m/s Also, you can rightclick on a chute to check if it's safe to deploy.
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Insufficient charge problem is deeper than you describe it. For example, my Minmus Research Station doesn't have enough battery capacity to research for the length of the orbital night. It's pretty hard to account for everything, including this. Second, what measure is an abuse? Back in my first Science playthrough I did this mission to Minmus. A spacelab, a lander and some surplus fuel. The difference is now you don't need to bring the lab to do so... So, with Ye Olde biome hopping you can get carpton of science faster than with lab. In my current career save I have labs in orbits of Mun, Minmus, Duna and Gilly (last two are just interplanetary ships) and while I have quite a lot of science, If I just did biome hopping at Mun and Minmus, I would have no less than that faster. And the science is not a limiting factor. There's some ludicrous requirements for R&D upgrade, so I want more money before I can even use all that science.
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Ugh... It always makes me wonder - how the hell do they get stranded like that? What did he even do there?