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Everything posted by Captain Sierra
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Well, yes and no. TUBM has short hair.
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Good GOD those are big! Who would ever need SRBs like that?
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Different Air N-S as opposed to E-W on Kerbin?
Captain Sierra replied to GarrisonChisholm's topic in KSP1 Discussion
The exact north pole is seemingly devoid of air. I'm not sure how a lack of atmosphere would cause atmospheric overheating, but hey, this is KSP. Its surprised us before. -
Meanwhile on MatoroIgnika's stream ... a heat shield survived two hours of aerobraking passes at Jool with zero ablator before finally exploding (when it did the rest of the craft went up almost instantaneously). Heat shields may need a tiny bit of work.
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100 ways to get kicked out of wallmart
Captain Sierra replied to lukerules117's topic in Forum Games!
682: Back a pickup truck through the door like its the contractor loading area in home depot. -
How Close are YOU to Your Next Reputation Rank?
Captain Sierra replied to michaelsteele3's topic in Kerbal Network
Now down to 8 points from my second green bar. I CAN TASTE IT! -
[1.12.x] Heat Control - More radiators! (August 22, 2021)
Captain Sierra replied to Nertea's topic in KSP1 Mod Releases
I spend about 70% of my game time in the VAB and hyperedit testing things. I know a thing or two about minmaxing. Yes, that is the best way to design these things for a default career mode game. Now, if you're me, you have funds to burn. I choose to ignore most contracts so I usually adopt a 20% science-to-funds policy (means I need to collect more science to unlock everything) which I up to 100% after I finish the tech tree, and have my funds mult set to 500% (balanced out by a 600% funds penalty mult). Go big or go home. -
SPACE STATIONS! Post your pictures here
Captain Sierra replied to tsunam1's topic in KSP1 The Spacecraft Exchange
If its anything to you, I vastly prefer the appearance of Mk2 toruses over Mk3. -
It partly depends on what kind of physics you want to force-load. KSP calculates most physics on a per-part basis. There are a few exceptions to this (and more that are activated above a certain time warp value), with orbital pathing being one. Atmospheric drag, however, is not, to force-load that so craft which dip into the upper atmosphere experience orbital decay would apply the full physics impact of undergoing reentry with that vessel, plus whatever vessel you're currently flying. Now, your request of "force physics to calculate all the things all the time" would induce so much computational load, the game would grind to an unplayable halt. Unity 5 will allow for multithreading of physics in multi-craft situations (which means bases and other constructions are only limited by the largest single-vessel by part count instead of the total part count within physics range), but there's still limits and what you're considering is breaking those limits. TL;DR: the game doesnt calculate physics all the time for a reason. If you still want to know more, there's a few mods out there which force vessels to stay loaded (via a part hook). I suggest you take a peek at their source if thats your fancy.
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[1.12.x] Heat Control - More radiators! (August 22, 2021)
Captain Sierra replied to Nertea's topic in KSP1 Mod Releases
IIIIEEEEEE!!!!!!!!!!!!!! I'm squealing like a toddler right now and havent been this excited since ... well since the Mk4 dev releases game out and that wasnt too long ago. Dammit Nertea, I'd just calmed myself down from the Mk4 hype! -
[1.12.x] Heat Control - More radiators! (August 22, 2021)
Captain Sierra replied to Nertea's topic in KSP1 Mod Releases
Funny, I'd taken to using it the opposite way. I consolidated all my vessel heat into the heat exchangers to centralize it, and then route it to my powerful radiator arrays. It kept the engine way cooler than it needed to be most of the time, but it did a damn good job of ensure I never once saw an overheat indicator. -
Looking for mods to fill out tech tree
Captain Sierra replied to ibanix's topic in KSP1 Mods Discussions
The actuators nodes IIRC can be filled out with Infernal Robotics. the heat management nodes can be filled out with Heat Control (but WARNING: the release version is not yet functional in 1.0.4) I don't actually know what fills in advanced survivability. That particular node bugs me. Automation, probably MKS or Karbonite or something. - - - Updated - - - Electric engines fill out a different branch. Cryogenic Rockets and/or SpaceY would fill that node out. -
[1.12.x] Heat Control - More radiators! (August 22, 2021)
Captain Sierra replied to Nertea's topic in KSP1 Mod Releases
I've adopted the practice of no longer deleting my KSP zip (I usually do fresh installs, and have continued to this time around due to broke patcher), so I can always refer to that as a backup for my SQUAD folder. I then proceed to molest the crap out of it. Though in fairness, I've been doing it less because if my improving skills with modulemanager (and editing GameData/Sierra's Stuff/Part Tweaks.cfg is easier than hunting down the configs in the labyrinth of GameData/Squad). -
[1.12.x] Heat Control - More radiators! (August 22, 2021)
Captain Sierra replied to Nertea's topic in KSP1 Mod Releases
I found their existing size just fine. Maybe the small universals could get upscaled but everything else is solid. (disclaimer: this opinion is based on heat-control experience exclusively, as I avoid stock radiators like the frickin black plague) What are your thoughts on either a really large static or blanket-esque deployable (for those absurd 12-Colossus tugs) radiator? With the plugin I presume you're recompiling the existing plugin (or are you rewriting the radiator module to extend the default rather than be a from-scratch module?) -
[1.12.x] Heat Control - More radiators! (August 22, 2021)
Captain Sierra replied to Nertea's topic in KSP1 Mod Releases
I assume every single one of your gloriously superior radiator models is coming back in the heavyweight version? (proceeds to throw a party) -
[1.10.x] Mark IV Spaceplane System (August 3)
Captain Sierra replied to Nertea's topic in KSP1 Mod Releases
Ya I know the C5 style cockpit is coming, but that's geared towards the full-sized bay cross section. I'm thinking more along the lines of something geared towards the "half-bay/luggage rack" we have under the crew cabin (cuz I routinely fit rovers in there to ferry crew and stuff). That and the current cockpit feels like there's a lot of space it takes up that isnt actually utilized. -
[1.10.x] Mark IV Spaceplane System (August 3)
Captain Sierra replied to Nertea's topic in KSP1 Mod Releases
So we have all this space below the crew cabins thats great for medium-ish rovers, lots of KIS containers, smaller cargo, etc. I find the cargo tail ramp to be overkill for unloading this and would rather make use of the space for something else (like fuel). Since I imagine the THunderhawk cockpit space is the same profile as the crew cabin, what about something like below? Everything below the cockpit section splits and hinges open laterally (alternate version perhaps since this means no 1.25m attach node on the front) like a clamshell, and a ramp lowers to unload. This area would need to get hollowed out. From above, this is where the splits would be. THe doors would have to go around the blister nodes. The green line is the hypothetical ramp. Just a $0.02 Nert. -
[1.10.x] Mark IV Spaceplane System (August 3)
Captain Sierra replied to Nertea's topic in KSP1 Mod Releases
It might be possible to stack them next to each other in the bay (it is measurably wider than it is tall). You can save a lot of space length-wise like that. Alternatively (I dont use MKS anymore so I dunno) it may be possible to place them vertically and you could even go so far as to VTOL drop them onto the target planet (thank you drop bays). Post pics. I look forward to seeing how you pack them in there. -
[1.10.x] Mark IV Spaceplane System (August 3)
Captain Sierra replied to Nertea's topic in KSP1 Mod Releases
I've found a trick using the EVAC-U-8 airlock piece from the space station pack. I'll post some pics of those up tomorrow to hopefully inspire some people. -
Cargo Bay Conundrum.
Captain Sierra replied to -M-TheDoctor's topic in KSP1 Gameplay Questions and Tutorials
Being able to see what's going on would help a lot (as in, we need pics). -
[1.10.x] Mark IV Spaceplane System (August 3)
Captain Sierra replied to Nertea's topic in KSP1 Mod Releases
This was discussed in Nertea's WIP thread when this was in development. I do not remember what the actual consensus was on it. I personally feel it could be useful, particularly with the addition of a C-5 style cockpit. -
change shift+tab key binding
Captain Sierra replied to dronkit's topic in KSP1 Gameplay Questions and Tutorials
I'd totally back this if it turned into a suggestion ... or is this already rebindable? -
change shift+tab key binding
Captain Sierra replied to dronkit's topic in KSP1 Gameplay Questions and Tutorials
Yes. hiding the navball (either by the little arrow or numpad period) will prevent you from actually controlling the vessel at all (and even with it shown you cant stage which is annoying as all get out sometimes). -
change shift+tab key binding
Captain Sierra replied to dronkit's topic in KSP1 Gameplay Questions and Tutorials
I think whats actually going on here is that TAB cycles bodies in map view. I was unaware the SHIFT key acted as a modifier on that. Things to be aware of: This is probably low-ish priority since the navball is hidden by default in map view (but you make a compelling point). Also, the backspace key auto-focuses the active vessel (and double clicking on a planet focuses it, but you probably knew that one).