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Brofessional

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Everything posted by Brofessional

  1. I haven't really had any problem with the strength of the wheels, only the friction control stuff causing the wheels to bounce and swerve erratically. The starter set of fixed gear isn't meant for heavy planes, if you build small and light they can easily survive up to like 40m/s landings. As for the friction, I found if I set the friction control to override on all wheels, then set the rear wheels to .3 or .4 and the front wheel to 0 then they are pretty stable. That is assuming a tricycle gear configuration.
  2. In earlier versions of the game Moho had a thin and extremely hot atmosphere. There was no re-entry heat back then, but engines would still overheat. Landing on Moho was really challenging because parachutes weren't enough to land, and engines would overheat in seconds. The planet was also darker colored and had a huge dormant volcano.
  3. The only way to make RT work in the stock game would be to have some sort of mechanic to automatically "fix" or maintain satellite orbits. You could have a new menu in mission control or the tracking station that you assign satellites to, then enter the numbers their desired orbit and if the satellite has enough fuel it will be automatically corrected to a "perfect" orbit. I like RT, but right now Hyperedit is basically required to play with RT, as your satellite positions will always drift during long time-warps due to floating point errors. Otherwise you're going to be constantly tweaking and replacing satellite constellations manually, which isn't fun.
  4. The RX 480 comes out at the end of this month for $200. That said, I'd go with a Haswell or Skylake processor and 2x8GB RAM instead of 32GB.
  5. They can be useful for SSTO spaceplanes. Their low thrust and high mass means they're not ideal for all designs, but in some cases the extra mass of the engine is offset by the fact that they don't need oxidizer. I also like to use them to ferry fuel from mining operations on low-gravity moons to orbiting fuel stations. Due to their heavy weight you'll quickly lose efficiency when using more than one of them. It takes careful planning to make sure you have enough TWR to carry out your mission with as few of them as possible.
  6. It's a series not a movie, but Planetes is good, if you don't mind anime. Mission to Mars also has some good scenes, though it's more on the fiction side.
  7. And the funky science update to the above
  8. They had a problem, they're supposed to resume inflation again soon.
  9. The RCS Build Aid mod adds an extra marker for dry CoM. I do think it's a feature that should be added to the stock game though.
  10. You can use the KIS/KAS mod to attach struts in orbit.
  11. I use it all the time for tugs when assembling stations/motherships. True it's not the most efficient, but it simplifies things by allowing my tugs to share a single RCS tank instead of bringing RCS+LFO tanks.
  12. I not against VR, but I don't really see KSP benefiting from it as anything more than a gimmick. I'd much rather they spend their effort on more important features.
  13. Here's an old shot of my gantry crane from 2013. It worked fine, but the site was so laggy with multiple landers around that I never did much with it.
  14. You guys know Kerbin is just a mirrored version of the example map for libnoise, right? It's been tweaked a little over time, but most of it isn't hand-crafted. http://libnoise.sourceforge.net/examples/complexplanet/index.html
  15. I've done cranes before, but they've always ended up being more trouble than they're worth. If you're going to use Infernal Robotics the way to go is probably to just build all your base segments with wheels on adjustable rails. That way each segment can drive itself up for docking and adjust the wheel height for uneven terrain.
  16. Is there a way to disable malfunctions? I like the idea in theory, but trying to set up a satellite network is basically impossible when they all start breaking during a time-warp to Minmus.
  17. Right now the game is still missing a lot of features. Modding is great, but the game shouldn't be so heavily reliant on mods for basic features. Once the game is in a more complete state I think most people would be happy to pay for a decently sized expansion pack. Hopefully the next update will include some of those missing features, now that the big engine overhaul is done.
  18. The texture is right there in the game files. Or you can just search for 'navball texture' on google images.
  19. Run the game in borderless windowed and you won't have to alt-tab.
  20. If you have the game on Steam, all you have to do is right-click the game in Steam, then go to Properties->General Tab->Set Launch Options and add -popupwindow there.
  21. It's not really "correct" behavior, but with how the thermal system in the game works it does happen. It's usually negligible though, assuming you're not using the heatshield in an unusual way. In general if you're heating up that much during launch you need to lower the throttle or head back to the VAB and adjust the thrust limiters on your SRBs.
  22. I've been using this on my new career save. Just have to override the traction control and lower the friction on the wheels. The range isn't the best, but it's really maneuverable and can carry a few science instruments. Good enough for early career jobs. As for the runway, I don't use it. The plane is light enough that you can just do a U-turn after spawning and take off on the flat end-portion of the runway. It gets airborne as it reaches the drop-off of the runway kind of like an aircraft carrier. Alternately you can just roll it off the side and onto the flat ground.
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