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KSP2 Release Notes
Everything posted by cantab
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You Will Not Go To Space Today - Post your fails here!
cantab replied to Mastodon's topic in KSP1 Discussion
A refueller. A big refueller. The intact ship is in the "What did you do in KSP today" thread. -
You Will Not Go To Space Today - Post your fails here!
cantab replied to Mastodon's topic in KSP1 Discussion
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Built a refueller. It held together on the pad, but the launch failed due to a fuel flow error. Will fix, reinforce, and try again tomorrow.
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Kofeyh said that he had to build his plane sensibly because he has FAR. I said that daft stuff can fly in FAR, and proceeded to build this. It doesn't fly very *well*, but it flies, and as you can see made it to the island. Not captured in a still screenshot is how much the fuselage bounces up and down. I thought of strutting it, but decided to leave it flopping about for funnies sake. Bill did not survive the attempt at landing.
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The heatshield's just one bit. No reason it can't be replaced.
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Regarding decouplers... Yes, I looked
cantab replied to pander59's topic in KSP1 Gameplay Questions and Tutorials
Just checked and indeed the long SRBs were attached directly to the central tank. In order to fix to the decoupler they need to be considerably higher, or equivalently the decoupler needs to be considerably lower. Basically when placing the booster your mouse cursor needs to be more or less over the decoupler. -
It doesn't matter if the arrow sticks in or bounces off, the shield still stopped it hitting your knee.
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Well, and a lander, and for Mars a crew habitat for the trip, and radiation shielding, and...you get the idea.
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Because the Orion capsule is intended to return from the Moon or even Mars, which will mean hitting the atmosphere much faster than a routine LEO deorbit.
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Interesting. I might find that useful for testing in KSP.
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Granted. It's on Ceres and the SSTO refers to making Ceres orbit. You are not on Ceres.
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
cantab replied to RoverDude's topic in KSP1 Mod Releases
.90 is the next update. It's widely expected before Christmas.- 1,694 replies
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.24 I never even got round to updating to. .25 I've been goofing around in and trying out mods, deterred from career mode by the announcement of upgradable buildings in the next release. .26.90, .90 is set to be MEGA. Just when I think it's going to be a great update, along comes yet another awesome feature. I just hope the mods get updated quickly. Got some big Kethaney KASey plans, hopefully it's not too FARfetched.
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I guess I'll catch the re-entry at least. Splashdown's expected at 16:30 UTC, when should I tune in so I'm watching from before atmospheric entry starts?
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Watch all yesterday while nothing happened, then effing missed it today I thought of it about half 11, but then got caught up in my work and forgot, then checked BBC news a few minutes after launch. But I don't have flash installed on my office PC anyway, and I probably took it off for a reason (likely performance), so bleh.
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So buses stop at bus stations, trains stop at train stations, and spaceships stop (kinda) at space stations. I'm currently typing this on my workstation.
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Pretty sure there's a Mk2 monopropellant tank. If I remember rightly it has yellow stripes marking it. And yeah as mentioned the big thing is that the parts were made symmetric, both in the texture (no heatshield undersides any more) and in the node placement. This means you can flip parts over, most often the cargo bays (to make "bomb bays"), and they'll still fit.
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Regarding decouplers... Yes, I looked
cantab replied to pander59's topic in KSP1 Gameplay Questions and Tutorials
You cannot attach a booster to multiple decouplers. More generally, when you add a part to your rocket it only attaches to *one* other part. It's like a tree (in fact the data structure the game uses *is* a tree). You can attach the booster to one and strut to others, but there's no need, simply strut directly to the core and the struts will automatically be broken when the booster decouples. As for your problem, it's most likely that your booster is not attached to the decoupler, but to the core stage underneath. When attached correctly you should see a clear gap between the core and the boosters, even with the flat decouplers, as you can see in this picture: Sorry for night pic and don't mind the fairing that's a mod. A consequence is that the middle of the booster needs to be attached to the decoupler. You cannot fix the top or bottom of the booster to the decoupler, and if you try you'll just attach the booster directly to the core and it won't decouple. -
That motherboard can overclock the Pentium G3258, quite a few of the non-Z boards can actually. I'm not 100% sure if it can overclock the i5-4690K though. Either do your research or take the safe option of a Z97 board. If you do plan on OCing, I'd add a decent air cooler. Provided you do get it OCed it'll be great for KSP, but for many other games will be excess CPU and not enough GPU. Then again the only cheaper CPU i'd recommend is the Pentium G3258, and that's a fair step down, so you probably are best off sticking with the i5. An SSD would be great to add if you feel you have the budget and performance in everyday use is more important than game graphics to use.
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They excel on light craft with high delta-V requirements, where a chemical engine would need a lot of fuel and a nuclear engine is just too heavy. They can also be useful on heavier craft with extreme delta-V requirements, where even a nuclear engine would require a lot of fuel. Unfortunately the part counts bite there, but mod tanks holding more xenon can help.