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Everything posted by JedTech
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Landing is not a problem. I think you could decrease monopropellant a bit if you wanted.
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Awesome! I'll try it out! Thanks!
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I wonder if SpaceX's intended design on Launch Escape System is to escape with the trunk attached like they did in the test flight? Those really must be "Super" engines to pull all of that weight away from a malfunctioning rocket.
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@Tygoo7, The Dragons Engines will also serve as a launch escape system. Will you consider beefing up your new versions engines? To do this, generally you need about a 3 or 4 Thrust-to-weight ratio.
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That's really exciting news!
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The Ultimate Jool 5 Challenge - 1.0 to 1.3
JedTech replied to sdj64's topic in KSP1 Challenges & Mission ideas
My least favorite part of the old challenge was the requirement to physically bring back the science parts and/or the Science Lab itself. May I suggest changing the science requirement to simply be "Recovered Science". That is, any science point that is successfully returned to Kerbin and Recovered. This is easy to verify via screenshot of the recovery screen. And it doesn't require bringing science parts or the Lab back (which can be quite difficult with aerodynamcics and re-entry heat.). You might also make a rule that the Lab is NOT allowed. This will avoid the new complications of science generation. And the Lab is not needed for this mission since a properly leveled up Scientist Kerbal can now clean experiments. -
Yes, MeCripp's file edit solved my problem.
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In the current release I have a problem where I can't attach anything to the bottom of the dragon. Anyone else having this problem or know how to fix it?
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[1.0.2] Kerbal Launch Failure v1.0.0 (5/29/2015)
JedTech replied to stevehead's topic in KSP1 Mod Releases
@stevehead, I think you should stick with the core functionality of launch failures. I like your idea because it makes launches fun without ruining my day after a long trip to Jool and back. If you want to expand the mod, maybe you could look at more types of launch failures: Loss of Yaw/pitch. Gain/Loss of thrust. Decoupler malfunctions Fuel lines not pumping -
[1.4.1] Fuel Tanks Plus 2.0.2 (2018-03-14)
JedTech replied to NecroBones's topic in KSP1 Mod Releases
Since this mod has so many parts that are basically the same thing only in a different texture, it would be cool if there was only one part for each size and it had a tweakable to change the texture. -
[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
JedTech replied to NecroBones's topic in KSP1 Mod Releases
The large unmanned Command rings are really big. Couldn't they contain a substantial amount of torque and battery in that large space? -
[1.0.5]SKY - Scale-up Kerbalism for You - Kopernicus Rescale [v2.0]
JedTech replied to SkyRex94's topic in KSP1 Mod Releases
Takes me 5180 dv to get to 72x72km orbit in stock aero. Mechjeb set to: 72km 60% curve Start turn at 50 m/s End turn at 50km at 4 degrees. Thrust to weight usually around 2. -
Colored pink parts [FIXED]
JedTech replied to lemuwien's topic in KSP1 Technical Support (PC, modded installs)
Just had this today and found Scatterer mod to be the culprit. But you didn't list that. I would try removing ambient light and planetshine. -
[1.0.5]SKY - Scale-up Kerbalism for You - Kopernicus Rescale [v2.0]
JedTech replied to SkyRex94's topic in KSP1 Mod Releases
Has anyone seen a Planet Shine config for this? -
You "Discover" the Truth You "Invent" a Tool Consider the mathematical equation that you might use to describe an orbit or define how much energy is in an atom: These mathematical expressions are our tools to describe part of the universe that we have discovered. We invented these expressions to help us define and quantify what we have discovered. Did orbits exist before we described them with equations? Yes. Are our mathematical tools perfect at describing orbits? No, we know that they are not. There is still so much to be discovered about the nature of time, space, and gravity. Fortunately, in the future we will continue to use our inventions of math to further discover more of what already exists in the universe. In doing so, we may invent more mathematical tools to define the discoveries that we are new to. To Summarize: Math is not the truth of the universe. Math is a tool people use to describe the universe they perceive. There is much to discover about the universe. Our inventions of math and language help us to categorize, quantify, and further discover the truth of the universe.
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It doesn't govern all things, we invented it to explain and quantify all of our discoveries. So I'm saying math and numbers are human inventions.
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I would complain about this comment, but that would just be absurd.
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
JedTech replied to stupid_chris's topic in KSP1 Mod Releases
I've been trying my hardest to live without RealChutes in an effort to play a "stock" game. But I really miss being able to customize my landing speed. Stock chutes require manual trial and error to get your landing speed just right. I think I'm going to give in and pretend that Realchutes are stock. -
Just theorizing here: it should be possible to have Plock and Chokon orbit around their center of mass. You would just need to create an invisible or infinitely small planet (maybe named " Plock System") right where you'd like to put their center of mass. Plock and Chokon would then orbit this point. Essentially Plock and all other moons would orbit in the SOI of this invisible planet. Edit: I should say that I have not used this mod yet. But it looks cool!
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Steps I use: 1. At the end of your aerobrake maneuver you should have the highest apoapsis possible (without leaving the SOI). 2. at your super-high apoapsis, burn prograde to raise the perhiapsis to just above the atmosphere (very minimal DV required) 3. Plane Change (minimal DV required due to elongated orbit)
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Venting the 1.0 launch
JedTech replied to r4pt0r's topic in KSP1 Suggestions & Development Discussion
Squad let us believe that the community was an important part of development. Everyone here signed up to help test the early access software. We were excited to help alpha test and beta test. Then Squad took a change in direction and decided to add lots of features without letting us beta test it before the 1.0 release. We desperately wanted to be involved, but Squad rejected us saying "trust us". Well, now we are venting. Not that venting will accomplish anything. If Squad decides to listen again, then the community will still be involved with balancing and fixing 1.0. Eventually 1.0.x or 1.1 will be the "1.0" we were all hoping to help create. -
Strategies are overly complex and I feel like they offer no benefit. I think the game balancing extremists may have asked Squad to balance strategies to the point of uselessness. Would be better if I could make one time investments for continual return.
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Gaius! Thanks for this awesome mod! Hope you get settled and have time to join us again someday soon!