Wadusher0
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Everything posted by Wadusher0
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Stand Alone Map View - Multi monitor KSP [1.4.x][Plugin]
Wadusher0 replied to Unit327's topic in KSP1 Mod Development
For some reason my client is unable to connect to my server, despite them being on the same machine. Apparently the machine is refusing the connection. http://imgur.com/wSUWsMy Do any of you know why I'm getting this error? And how do I fix it? -
A convenient career-mode LabLander (also, quite asymmetric)
Wadusher0 replied to Laie's topic in KSP1 The Spacecraft Exchange
Not a tutorial, but you might be interested in this. http://kerbalspaceprogram.com/rcs-build-aid-v0-2/ -
MechJeb and I would assume Ascent Komputron would help you in this regard. http://ascentkomputron.blogspot.ca/
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- ksptot
- mission planning
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I just had an idea for what we can do with the recyclers. Instead of the boring old recycling bins that vaporize entire ships, we could get BahaD to make a space grinder which can destroy individual parts on a vessel (and Kerbals ) while preserving the metal and resources contained within the part. This would be much nicer system than simply instantly obliterating the craft.
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Just how big would this blob have to be to hit anything?
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H-O-R-S-E Challenge Game: Rebirth
Wadusher0 replied to kahlzun's topic in KSP1 Challenges & Mission ideas
I was going to make a challenge involving a podracer style craft out of 100% stock parts, though... lets just say that didn't go quite as well as I planned. -
After one very short experiment with as many science modules as I could fit exhausting nearly half the science Kerbol has to offer, I had wondered to myself why the sun doesn't have more biomes. For example, our sun is much more diverse in its "biomes" than KSP would suggest, as seen here. And that's just the edge. There's just as much variety when you get closer to the sun, though as we all know almost none of it is captured in KSP's science mechanics. Someone should really fix this.
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I get the impression the OP pulled the 5G out of his rear. Maybe someone could try this at 1 of 2Gs? Also, the OP seems to have neglected the fact that one can dock to this station on the axis at which it is rotating, which would encounter significantly less Gs. It wouldn't be as hard as docking at the edges, though it would possibly be harder than if the station was not spinning. Not only that, but apparently there is an arbitrary limit to angular velocity in Unity. That could pose some problems.
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Have you tried this challenge yourself? Also, what do you mean by "centrifugal"?
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So, I just made an SSTO out of Tal's giant spherical fuel tank and a drive section which I attached to a refueling station. It essentially has the flight profile of a dart attached to an enormous golf ball. I would like to know if this craft is wasting fuel overcoming increased drag with FAR compared to a cylindrical rocket or if the superior mass fraction of a spherical tank more than makes up for this. I'll post pictures of the craft as soon as I have access to my desktop.
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So, after one too many backwards rendezvous over the Mun, followed by a quick trip* to Space Engine, I began to wonder why KSP has no way to tell at a glance which direction an object is orbiting. What I mean is, well, take a look in Space Engine's orbit paths. http://i.imgur.com/yG6Mpi4.jpg It's a little cluttered, but if you look closely, it becomes very clear whether all these objects are traveling prograde or retrograde relative to the sun. Now take a look in KSP. http://i.imgur.com/2z3yp9H.png From this image alone, ignoring the fact that I already know everything is moving clockwise, I have absolutely no idea what direction anything here is traveling, which has in the past led me orbiting the wrong direction relative to several space stations. If the half of the orbits behind the objects were partially washed out like in Space Engine, this would not be an issue. Yet the KSP devs and modders alike seem to have completely neglected to implement such a simple feature. Can someone - be it a modder or dev - please remedy this? *I don't actually play space engine - I got these images from a google search, but that's not important.
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If you have working prototypes, why not post images of them in action?
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Hi guys. I'm new here and as you can probably tell, I have some questions. I'm planning a trip to Jool in which I am to take science from near to the "surface". The problem I noticed is it takes almost 4km/s of delta-V to reach orbital velocity, according to the wiki, and possibly more for an ascent/transfer. I would like to know how much I can cut this down with a balloon, or if its even worth it to bring one.
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This is with 4.0.1, on an otherwise fresh install. I don't think I had this problem with 3.7.1, although I seem to have mistakenly deleted the file containing it, so I cannot test that. Also, hitting the release button throws an error in the debug log, and doesn't release the ship.
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Is anyone else here unable to fly anything from the launchpads? There seems to be a massive bug in that I cannot switch to newly spawned craft on a pad with the [] keys and whenever I do that on the tracking station, they suffer from a severe case of rapid unplanned disassembly. I posted an issue on Github if anybody here shares this.