jacobgong
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Everything posted by jacobgong
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[0.90] Kerbin Shuttle Orbiter System v4.13
jacobgong replied to helldiver's topic in KSP1 Mod Releases
display issue -
[0.90] Kerbin Shuttle Orbiter System v4.13
jacobgong replied to helldiver's topic in KSP1 Mod Releases
It's a bug with tweakables on resources with 0 max amount, such as electric charge on engines. Current amount becomes invalid and makes all calculations of mass invalid. -
you are constantly under gravity's acceleration regardless of what you are doing. orbiting only make the ground go away, it doesn't stop you from falling. The way to save fuel is to fall faster, so you are under acceleration for shorter. And no, killing horizontal speed does not make you fall slower. there's one screenshot were I right clicked the lab's door showing the other kerbals. the kerbals did not go onto the ground, they stood on the fuel tank. It still counts as landed according to the EVA report and surface sample taken.
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There's 2 more in the lab, at least 1 screenshot shows that the lab is also filled at the same time as the pods. killing horizontal speed at any point is ok and has no effect on fuel efficiency, as long as you do perfectly horizontal burns instead of retrograde, as for laythe, since the stage is connected via docking port, delta v calculations are incorrect. it will show to have 3,900 total with decouplers. you can try it yourself.
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[0.90] Kerbin Shuttle Orbiter System v4.13
jacobgong replied to helldiver's topic in KSP1 Mod Releases
Of course it's gonna be OP because all rockets take less dV to launch with FAR especially when you have no cargo. Also learn to use the tweakables, fixes roll sensitivity very nicely. -
[0.90] Kerbin Shuttle Orbiter System v4.13
jacobgong replied to helldiver's topic in KSP1 Mod Releases
SSTO shuttle -
[0.90] Kerbin Shuttle Orbiter System v4.13
jacobgong replied to helldiver's topic in KSP1 Mod Releases
Obviously we can't thank you enough for making one of if not THE best mod ever. However it was pure evil to keep us hanging with those unbelievably sexy screenshots. Could've released just the model with no working CFGs in the development thread, I really don't care about the bugs, nor do I care if it really flies, I just wanted to play around with the fantastic models and you wouldn't let us. -
Kerbal-Powered Aircraft Challenge:
jacobgong replied to Pds314's topic in KSP1 Challenges & Mission ideas
ok how do you push? -
Kerbal-Powered Aircraft Challenge:
jacobgong replied to Pds314's topic in KSP1 Challenges & Mission ideas
You mind at least telling us how this works? -
The ultimate Jool-5 challenge, 514 tones 16717.6 science
jacobgong replied to jacobgong's topic in KSP1 Mission Reports
The B9 intergraded science instrument pack, 2 Novapunch launch engines, 2 KW vacuum engines and docking strut to reinforce the Laythe modules. -
I think an Eve return lander could be done bwtween 200-300 tones, with stock parts and the small lander (no seat).
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you don't need that many parachutes, nor do you need that big of a lander to do this.
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Stock Part Balance Mod - v0.3.0 Alpha
jacobgong replied to Superfluous J's topic in KSP1 Mod Development
http://forum.kerbalspaceprogram.com/threads/67343-Simple-balance-changes-for-stock-parts Good, I was getting tired of the modul manager notations and stuff, now I can just download your version instead. Problems with stock parts: -The radial engines are totally useless because you can just add a structure part and use an inline engine for better performance -the 1 thrust parts are uselss, I gave them 5 thrust instead. Still pretty useless. -Poodle and the 48-7s have the same problem but in reverse. poodle's TWR is lower than that other 50 thrust engine. so It is just better to get 4 of those instead of the Poodle. And the 48-7S has insane TWR way better than anything else, so you can prettymuch replace every other engine by stacking it. -all three stock reaction wheels have the same 20 torque. However they have different masses at 0.2, 0.3, and 0.5. And it is the big one that weighs the least. -mini cube is OP just because it weighs nothing. In general, bigger parts should have better performance than stacked smaller parts. That means better TWR, less mass (structure and wings) and higher ISP. But for stock parts. -
[0.23] DC Aerospace v1.0.5 (RERELEASED- MOVED TO NEW THREAD)
jacobgong replied to EsvDefcon's topic in KSP1 Mod Releases
Yes, there is no such thing as realistic self-sufficient space craft. -
[0.23] DC Aerospace v1.0.5 (RERELEASED- MOVED TO NEW THREAD)
jacobgong replied to EsvDefcon's topic in KSP1 Mod Releases
which isn't your job, you're just for the "concept" while someone else does the stuff in Unity right? Maybe you could've made that clear. -
[0.23] DC Aerospace v1.0.5 (RERELEASED- MOVED TO NEW THREAD)
jacobgong replied to EsvDefcon's topic in KSP1 Mod Releases
what code? you mind share some of it? -
1 week to build a space station
jacobgong replied to TJPrime's topic in KSP1 Challenges & Mission ideas
I know they are similar, but I don't think he copied yours because of his total lack of consideration shows that he's not the kind of person who would look through old challenges. -
they don't have physical significance and therefore do not weigh anything regardless of their mass. You can try setting their mass to 100 and put 10 on your tiny lander, it still flies.
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struts and landing gears don't have weight, are they not allowed? What counts as crashing? Also, what is and is not a structural mod?