

cephalo
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Spacecraft Engineer
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Colonies strongly imply life support is coming... right?
cephalo replied to cephalo's topic in KSP2 Discussion
Kabbages is fine. All you need really. Abstracting away pilot needs entirely is ok for round trips, but living on an alien world permanently requires more fictional input I think. -
What's the point of a colony if Kerbals are just over there doing and needing nothing? There's gotta be an official life support system right?
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I was playing around with my spaceplane from KSP1, and let me tell you I am LOVING the procedural wings, but I wanna toggle close the nosecone and switch my rapier to closed cycle. I found the action bar settings, but the key presses don't seem to work. Thankfully you can bring up the window and press it there with the mouse click, but I would like to know if this is broken or if I'm just doing something wrong.
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I bought it, but I need at least reentry heating if I'm going to get re-hooked. I'll wait.
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Does this change the career game in any way? Do we still do the right click and run experiment buttons? Does the new deployable science stations just make science faster?
- 290 replies
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- breaking ground
- expansion
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Quick question, on a ship that you reuse a lot, is there a way to recharge the ablation material?
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Its a thing of great beauty.
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Yeah, I was really hoping for an updated career. Maybe a competing space program somewhere else on Kerbin, or I dunno. Just a more historical tech progression.
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I always felt the career game seemed a bit messed up from a historical perspective. It's like in order to learn supersonic flight, you have to get science on the Mun. Will there be any changes coming to career from the expansion?
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Speaking of two engine nodes, I have found this problematic for a couple of reasons. The first reason is that the Mk2 adapter that splits in two seems to create a huge amount of drag according the aerodynamic forces overlay, probably a lot more than it should. The second reason is that without that, it's not that easy to have an even amount of engine nodes. The cockpit requires one fuselage stack, then what do you do? If you don't put an engine on that stack, then it's still an extra stack. Maybe you could put the two stacks vertically to keep horizontal symmetry? I haven't tried that.
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Yay!
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Prograde below where I point my plane
cephalo replied to Numerlor's topic in KSP1 Gameplay Questions and Tutorials
I find that if you just put wings on a spaceplane using the snap your plane will usually fly like this. As was said, you can tilt the wings so that your fuselage points more prograde. It's hard to tell if this causes less drag or not. -
I have a concern as to how this is being fixed. The problems with the runway also exist on general terrain also, so if you fix the runway only, and then fix the planets, the runway will break again because you fixed the planets. This is a new problem that began with 1.2. These cracks in terrain didn't exist prior to that. Someone mentioned this earlier in the thread, and it was explained as the 'kraken' but that is not the case. There are in fact little rover destroying brick walls in the terrain, and you can see them if you get close. On some planets, (I noticed this on Eve.) you can see the rectangular terrain patches that aren't lining up. These are just like the issues with the runway and likely have the same cause. I am guessing that there is a tiling issue with the vertex textures. Vertex textures need to overlap by one texel in order to line up, or else the edges need to be blended with each other. This is different than regular textures. Also, this behavior could change on different graphics cards.