skykooler
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Everything posted by skykooler
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Who compiled the previous OSX version? Would they be able to compile the new version?
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[WIP] CrewQ(ueue) - Crew Rotation, Variety, and Consequences.
skykooler replied to enneract's topic in KSP1 Mod Development
Neat! Will you have other categories as well? (e.g. Emergency missions, urgent missions, important missions, regular missions)? -
[1.3] Pilot Assistant: Atmospheric piloting aids - 1.13.2 (May 28)
skykooler replied to Crzyrndm's topic in KSP1 Mod Releases
I've encountered this, it seems to be related to mixing of the F and T keys. -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
skykooler replied to TriggerAu's topic in KSP1 Mod Releases
So, according to the latest Dev Notes, WarpTo is going to be in stock. -
0.90 Kerbal Weather Systems! Alpha 0.5.3 WIP! (Jan 2)
skykooler replied to silverfox8124's topic in KSP1 Mod Development
Note that that would give wrong results for any PF or Kopernicus planets that spin retrograde. -
Update: Version 0.4 released! The most important change is the addition of a toolbar icon and the ability to close and re-open the window. I've also fixed some bugs; full changelog and download in first post.
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Oh, darn. I was hoping to be able to use this for mission control in a NASA-style mission we're running in February.
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Not quite true. If you're looking at the cockpits when the rocket is flying horizontally - i.e. in the same position as the spaceplane cockpits - the Kerbals are seated upright. It's just that since rockets fly vertically the cockpits are usually tilted back at 90º from the horizon, so the Kerbals are too. There are two exceptions to this: the two lander cans. In them, the Kerbals sit upright while the rocket is vertical, and face the ground if the lander can is put on the front of a spaceplane. But I wouldn't consider them as "most of the rocket cockpits", given that in most designs the capsules undergo the highest G's, not the lander cans.
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If I have a Mac, is there a way I can compile this myself? Or do I need the paid part of Matlab to do that?
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Kerbal Space Agency twitter fiction - 14 Month Update
skykooler replied to Drew Kerman's topic in KSP Fan Works
How do you have multiple crafts in the VAB and SPH in your assembly pictures? -
It looks like the seat has control sticks of some sort. What is the rationale for these, given that a Mobile Processing Lab can't be used to control a ship?
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Procedural Airships development thread
skykooler replied to RadarManFromTheMoon's topic in KSP1 Mod Development
I wonder if this would still work if you just slowed to a stop manually; otherwise you'd only be able to make bases within a few hundred meters of the ground for the KAS winches to reach. It would be really neat to eventually make cloud cities on Eve. -
Great news! Looking forward to an OSX build!
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Can't wait for the next update!
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Procedural Airships development thread
skykooler replied to RadarManFromTheMoon's topic in KSP1 Mod Development
It is definitely possible, Hooligan Labs airships can do this. IIRC, they accomplish it by setting the airship's situation to Vessel.situations.LANDED even though it's flying. This lets you time warp and keeps it from despawning when you switch vessels. -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
skykooler replied to pingopete's topic in KSP1 Mod Development
What about the Atacama Desert in Chile? They actually tested a prototype for Curiosity there. -
Procedural Airships development thread
skykooler replied to RadarManFromTheMoon's topic in KSP1 Mod Development
Is it possible to save with an airship in the air? I'd love to build floating bases. -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
skykooler replied to pingopete's topic in KSP1 Mod Development
That might be real life. But the multicoloured version looks better. -
I am on 0.90. I'll try it in 0.25. I can't test the build because it's a windows build and I only have a Mac and a Linux box. :/
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Ok, here is a map of all the airports currently in the config: - - - Updated - - - Out of these, KSC, Old KSC, Arakebo Observatory, Samland Space Center and Rockomax Conglomerate all operate as space centers, so they will also be available in orbit (in the next update - current version you're stuck talking to whoever you were when you launched).
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Could you make an OSX build? I don't have Windows available to test on right now. Also, I did some more testing of the MCC Real Time System. Is the Propulsion Console supposed to be working? Any ship I conect to, it just looks like this:
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Thank you! I didn't realize you could right-click on things; it doesn't seem to say this anywhere.
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