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Everything posted by captinjoehenry
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Honestly I don't mind metalic hydrogen. It gives a good middle ground gameplay wise and it is something that is at least well theorized. Admittedly it's not yet proven to be possible or even fully understood but it fits very well with the gameplay and is at least passingly realistic. Personally I would have issues with an Epstein drive being in the game due to how blatantly unrealistic it is. As the problem with the epstein drive comes from the very nature of the drive with how much energy it needs to be producing to have so much thrust and exhaust velocity. While at least for metallic hydrogen all it needs to worry about is whether or not the fuel is really possible. It seems to be in some tests and that's more or less good enough for me considering it's gameplay role. While the epstein drive is scientifically impossible.
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As I said it looks great and it makes a fair bit amount of sense just reusing the part to lift it off of the heat shield. It just isn't as efficient as it could be which isn't a problem Also I have no idea if this is even something that you can fix but for some reason KSPI has a cryotank mm patch and it messes up the Nexus' fuel tank removing the oxygen tank and making it just a single resource tank with hydrogen and other fluids from KSPI. I'm pretty sure it's not a problem on your end as I wasn't able to figure out how to get around it myself messing with the CFG file but it doesn't seem to be a problem with other hydrolox tanks for some reason. But I also don't really know at this point which of my mods add in stock hydrolox tanks with all the modular fuel tank like stuff I have
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Considering how they said that you can just completely forget about a colony and move on and the colony will still be perfectly fine when you come back to it I assume that means the population only goes up and never down. Which also makes sense with how they have the population increase due to you doing cool / impressive things in and around the colony from that article.
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Life support and/or habitats?
captinjoehenry replied to ThatGuyWithALongUsername's topic in Prelaunch KSP2 Discussion
Honestly I would prefer it if the game came without life support built in. Or at least there really needs to be an option to disable it. As while it is a neat feature but part of the charm of KSP in my opinion is how simplified it is. Which lets you get away with all sorts of fun and silly things like command chair only spacecraft. And I feel people should be free to use that game play style if they want to instead of needing to add in living space and life support parts. -
Yeah comfy landing automatically triggers retro rockets which should come in handy for this mod The fairings look great so far Espicially like the Nexus stage fairing but I was more expecting it to be more directly on the heat shield instead of on top of the interstage. I mean it makes sense in retrospect but still I would have thought a fairing on the first stage wouldn't need the interstage /shrug
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[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
captinjoehenry replied to JadeOfMaar's topic in KSP1 Mod Releases
That's really neat! Also @JadeOfMaar Are you planning on converting OPT to KSP2? As having these amazing spaceplane parts in KSP 2 would be fantastic even if it takes a while for them to show up. -
Yeah I think that'll be easy enough to fix and should resolve the problem of the releases number invalidating the cfg file path Also you might want to look into integrating or at least adding compatability with this mod and the retro rockets on the first stage as that's pretty much exactly what the mod is intended to help with
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No shoo! Real scale is best XD Like seriously realistic numbers on these huge launch vehicles are my favorite part. I was massively disappointed in the old Nexus and never ended up using it as kerbalizing it makes it so disappointing and small Or at least make sure to include an easy to get to realism mm patch as realistic sized / capacity super massive launch vehicles are by far the most fun
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First proper mission making use of the fantastic heavy lift ability Containing 6 orbital relays for positioning in extremely high orbits 3 polar and 3 equatorial and 3 different landers. Each of them within their own radia hanger. Payload totaled around 100,000 - 150,000kg and the uperstage STILL has over 20,000 m/s of delta V using the high thrust mode
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That bigness and drag is why I mentioned the first stage needing a fairing As it is designed as an SSTO even without a second stage. As things are though it's obsenely draggy to the point of killing SSTO abilities. As for adding more solid rocket fuel that's a decent idea. I would say you can probably leave the retro rockets as is and just boost the impact tolarence to like 75 or 65 m/s as that's enough to cut it. And I mean the Sea Dragon was designed for like a 100+ m/s impact and it's an equally huge rocket
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Thank god! As it is trying to launch the Nexus without a fairing dies a horrible death due to drag. It has so much drag it is totally unable to do SSTO stuff without me adding tweakscale to the interstage so I can reduce air drag. The darn thing is so wide it has an obscene amount of drag XD Also the retro rockets on the heat shield have more or less 0 margin. I would recommend either increasing their power and or increasing the crash tolerance of the heatshield. Because as things are firing the retro rockets at nearly the exact right second with a nearly empty tank gave me an impact velocity around 60~ m/s
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Very cool! Any chance of a fairing for both the Nexus and the second stage? As it would be nice to aero shield parts on lift off. And the Nexus is an SSTO so a fairing for it does make sense. Also an easy way to fix the git hub issue is to just make an upper folder called GameData and realese that in a zip. That way you can just drag and drop without needing to rename the nexus folder
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Expirments aren't biome based?
captinjoehenry replied to captinjoehenry's topic in Breaking Ground Support
Good to know but also a bit disappointing. -
Are breaking ground surface experiments not biomed based? As that seems to be rather odd considering what the experiments are and how all other landed experiments are repeatable in all biomes.
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Hi are there any good modern mods for making the tech tree go by slower other than just heavily decreasing the science gain setting? As I want to need to go to more than like a single other planet to unlock most of the community tech tree.
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[KSP 1.8 - 1.12+] - Probes Before Crew [PBC] Version 2.93
captinjoehenry replied to _Zee's topic in KSP1 Mod Releases
Does this mod work with GPP? As I really want a slower science experience in my next play through. -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
captinjoehenry replied to Galileo's topic in KSP1 Mod Releases
That's a shame as I find GPP far more interesting than JNSQ- 7,349 replies
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- galileos planet pack
- gpp
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(and 1 more)
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