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Everything posted by OrbitusII
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International construction ISS in Kerbal orbit.
OrbitusII replied to BobCat's topic in KSP1 Mod Development
I've been working on other mods and school stuff, so the last picture is where Quest is now, but all I have to do is finish texturing and it's ready! -
[AAR] The Grand Tour - Voyage To The Planets
OrbitusII replied to czokletmuss's topic in KSP Fan Works
Czokletmuss, please don't turn evil! Story for episode 1-3 wasn't the greatest, but you have to admit it was well done. A great chapter as well! It'll be good to have everything back and new stuff coming in! You may also look forward to the Proteus commemorative MonoProbe 2.0 textures (maybe a Frameshift texture as well? O.o) once we get around to it in our work cycle! The addons will return better than ever! -
Why are the KSP rockets so small compared to real ones?
OrbitusII replied to thaflya's topic in KSP1 Discussion
The reason rockets are smaller are because you don't need nearly as much power or fuel to get into orbit. Kerbin is 600km in diameter and space starts lower than on Earth, which is 13400 km in diameter with some atmosphere (even if it is next to nothing) up past 300-400 km, which is where things like the ISS orbit. Thus we also have to stationkeep in real life, whereas we don't have to do so in KSP since the atmosphere ends completely at a little less than 70km. -
I think that simplifying the addon installation system is unnecessary right now. After all, all you have to do is sort the files correctly and you're good. KSP is very easy to mod, especially compared to Minecraft, so while addon installation could be improved, it really doesn't need to be.
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LLL - Lack Luster Labs - Development Thread
OrbitusII replied to Lack's topic in KSP1 Mod Development
Lack Luster Labs– now with its own equivalent of the Bobcat DEMV mk4 rat! I seriously don't know why I haven't used these yet! C'mon, self! Downloading for use this weekend! -
Dear Modders (show off your mods like a sir)
OrbitusII replied to SPACETECH's topic in KSP1 Mod Releases
That looks amazing! I'll be sure to use this for the everything Puffin Technologies does from now on, it just looks so good! -
Duna is a lot better in my opinion. Lower gravity, so easy to return from. You also have to consider that it is a lot easier to add atmosphere than it is to remove atmosphere. It's still hard, but Duna is at least doable, not to mention that Eve is essentially Venus, so if Squad implements clouds then solar power will be out of the question.
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The decoupler/docking node is on the MonoProbe itself, not the MonoCarrier. I was having issues with the MonoCarrier so I didn't use the docking port inside of it. I'll experiment with this and it will be fixed for MonoProbe 2.0.
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The issue was the backups that Squad had, so me, joining in December, had to rebuild my account. Fortunately it's not too tough so I'm ok with it, the real pain is going to be remaking all of Puffin Technologies' threads. They're working on the backups so that this won't happen again (in theory) so let's hope we never have to again, save for a couple posts.
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Made it into a looping GIF Also, we appear to have a problem... And no, it's not the big ship crashing into Kerbin– that's expected. The problem is the solar panel impaled on the engine structure.
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It's good to know that the devs are trying to keep the forums safe. I'm looking forward to the next update, pictures or not.
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I can confirm this, even though I'm half-gone due to the forum failure... We'll be working on restoring pictures, threads, and other items for the next few days, so bear with us as this happens. There will be a livestream tonight at 23:00 GMT. I will be summarizing the article the devs posted, discussing some ideas and info for Puffin Technologies (maybe with Mekan) and showing off progress for PT. Just because we have to rebuild doesn't mean we have to start from scratch. -OrbitusII