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Everything posted by Jacke
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Around Kerbin in 80 days - Triop's adventure, a live blog.
Jacke replied to Triop's topic in KSP1 Mission Reports
...overpowered.... O.o What does such a word even mean to a Kerbal ?!? Except to add moar payload maybe.... Spoilers to stay on the ground.... Trailer to pull.... LOL! In reality, how was running on nukes? Just a touch too fast to control? -
Around Kerbin in 80 days - Triop's adventure, a live blog.
Jacke replied to Triop's topic in KSP1 Mission Reports
I always imagined half-way across, the ferry broke into song.... And Jeb can't be afraid of a little bit of radioactivity.... Seriously, RTEGs didn't work out in rover design? -
Around Kerbin in 80 days - Triop's adventure, a live blog.
Jacke replied to Triop's topic in KSP1 Mission Reports
So you're not going with the radioisotope thermal-electric generators, like on the Temple Expedition rover? -
Around Kerbin in 80 days - Triop's adventure, a live blog.
Jacke replied to Triop's topic in KSP1 Mission Reports
A good sentiment. Perhaps post each day's most...interesting photo or two to spark interest. Cool! Is that stock or did you set it up with Kerbal Konstructs? Looking forward to it! -
Perhaps you can get logs for both and post them in the Module Manager topic to help @blowfish track down the MM issue.
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[1.12.x] Connected Living Space v2.0.2.0 (12 Feb 2022)
Jacke replied to Papa_Joe's topic in KSP1 Mod Releases
Alas, @Papa_Joe hasn't logged in since November. Perhaps you could post an updated compile? -
MM v4.0.1 was just released very early today to fix an issue with not loading modified tech tree and physics. However, someone's reported that MM v4.0.1 is reporting less mods loaded compared to 4.0.0....
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Around Kerbin in 80 days - Triop's adventure, a live blog.
Jacke replied to Triop's topic in KSP1 Mission Reports
Couple of suggestions. Keep posting good pictures in the "What did you do in KSP today?" (which I've seen you've done), good as in "interesting". As well, I see that your signature is partly cut off on my 1080p screen. The links still work but the cuttoff graphic draws less attention. Perhaps a coloured quote like "I'm driving a rover around Kerbin in 80 days. Despite breakdowns and crashes and the odd driving off cliffs and bridges." -
Around Kerbin in 80 days - Triop's adventure, a live blog.
Jacke replied to Triop's topic in KSP1 Mission Reports
And I'm out of likes already. Looking forward to what mishaps adventures you get up to. -
I don't see the bottom of your signature on my 1080p screen. You may want to redo your signature (scale it down?) so more others can read it.
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Around Kerbin in 80 days - Triop's adventure, a live blog.
Jacke replied to Triop's topic in KSP1 Mission Reports
Hey there, @Triop! Just getting back into KSP and what do I see.... I still remember the challenges you had during your Temple Expedition, where you had a ferry for crossing the ocean between KSC and the Temple. Looks like you've gone one step beyond. Well, looks like there's no risk of ferries deciding they can fly.... Of course, you now can have a rover go off a bridge. Does the rover float? Or is that yet to be determined? -
[1.4][1.7.7] GravityTurn continued - Automated Efficient Launches
Jacke replied to AndyMt's topic in KSP1 Mod Releases
Over the entire history of rocketry, computer guidance, whether on-board or on the ground by radio control, is the norm for rockets. Next is inherent guidance by fins or spin stabilization without any other means. Manual guidance is very very rare. -
That arch colour scheme. If I was driving, I'd have to really think "Next is the white arch, not the yellow one." That one moment out at the Tracking Station when you were headed towards the VAB and there were two arches in sight, one white, one yellow, I really thought for a moment "Go for the yellow arch!"
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Did you install Module Manager? It's also mentioned in the original post as a dependency.
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[KSP 1.5.*] Outer Planets Mod[2.2.1] [25 April 2018]
Jacke replied to Galileo's topic in KSP1 Mod Releases
Making History, the Expansion DLC for KSP.- 471 replies
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[1.12.x] Filter Extensions (No localization)
Jacke replied to linuxgurugamer's topic in KSP1 Mod Releases
That may have been true in the past. I just tested the current 7-Zip v18.05 making a new .zip archive with the default options. Win10 Explorer could examine it without apparent issue. -
[1.12.x] Filter Extensions (No localization)
Jacke replied to linuxgurugamer's topic in KSP1 Mod Releases
Windows 7 shouldn't make a difference. 7zip was last updated 2018 Apr 30. (Which means I need to update mine too.) -
I did test out the 8k packs once, but I was using the "-force-glcore" command line option at the time and that lead to often screwed up textures. Apparently the 8k textures have to be used with DX9, so no "-force-glcore" or "-force-d3d11". I think KSP on both Linux and Mac uses OpenGL, so no 8k textures for them. This could change though. First, check your KSP compatibility in the CKAN client: Settings > Compatible KSP versions. "1.4" should be checked. Next, ignore all the the non-compatible mods. Click on "Filter" and click "Compatible". That excludes all the KSP 1.0.4 Astronomer's packs from over 2 years ago. Those "2k", "4k", "8k". Those are just the texture packs. You must have one of them but only one of them. AVP itself is called "Astronomer's Visual Pack" and its author is listed as "themaster402" (which is strange, assume it's @themaster401 on GitHub). To install AVP, follow my guide in this post up above. (Always skim the last page or two of a topic for help.) https://forum.kerbalspaceprogram.com/index.php?/topic/160878-ksp-145-astronomers-visual-pack-v374-warpspeed/&do=findComment&comment=3458958
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[1.5.1] AoA Technologies - Maintenance & Development thread
Jacke replied to Wolfair corp.'s topic in KSP1 Mod Development
It's there. AoA Technologies v1.4 for KSP 1.3.1. You need to have "Settings > Compatible KSP Versions" set to include KSP 1.3.1, say by checking the "1.3" box.- 238 replies
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[1.2.2 & 1.3 & 1.4 & 1.5] Kerbin-Side continued 1.4.5 [05.11.2018]
Jacke replied to Ger_space's topic in KSP1 Mod Releases
Always check out the last page or so of a topic. @Ger_space commented on this back on August 19, on this same page. He's not revised this position since. -
Do tell. Inquiring minds want to know. Until then, I'm going to assume it's a Kerbal submarine.
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[1.5 - 1.12.5] BetterSRBs [v1.2.6] [30 June 2021]
Jacke replied to OhioBob's topic in KSP1 Mod Releases
The cross section of solid fuel boosters is actually more complex than that, commonly with star-shaped bores or others to give them steady thrust over time or even decreasing thrust to reduce acceleration increase with the lower mass near the end of burn. The cross section and formulation of the fuel grain is adjusted to give whatever thrust versus elapsed burn time is desired. https://en.wikipedia.org/wiki/Solid-propellant_rocket#Grain_geometry -
The KSP Caveman Challenge 1.3.x - 1.10.x [re-booted]
Jacke replied to Mr. Peabody's topic in KSP1 Challenges & Mission ideas
Congratulations! (I really need to play more KSP.) And that made me wonder what the Caveman Challenge would be like with Deadly Reentry added.... Would definitely change the missions. But as long as funds-positive missions could be done, probably doable. -
Changing the LAN will change the orbital inclination, AKA plane change, not in size but in direction, so it's a special case of that. And because it's an orbital velocity vector change, it takes less dV if the orbital velocity is smaller, as it usually is for higher orbits. Most astronautics texts have a section where a rough calculation is done to determine the minimum dV for a plane change by adding in 2 other maneuvers, one to raise the Ap to a higher altitude, where the actualy plane change maneuver occurs, then a third to lower the Ap back down.