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Everything posted by juvilado
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Dril-o-matic as landing struts?
juvilado replied to juvilado's topic in KSP1 Gameplay Questions and Tutorials
Well i can think about these advantages: 1.- Faster mining 2.- No need of landing struts But yes, they go into the ground and didn't even noticed any succesful balancing effect when touching land... -
I just made a quick infinite autonomous ship. With enough TWR to lift off from Duna (according to KER), im making the first refuel stop at Mun now.
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Hi, has anyone tried using Drill-o-matics as landing struts? Do they work?
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mmm does watching the forum and answering some questions count as doing KSP stuff? Yes? :-)
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It is indeed the same rock!
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I also have this motivational film:
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Im half burnout, but there is always plenty of work to do in KSP! Im still in the "old" 1.1.3 preparing an Eve return mission (my first one in many years playing) and while the transfer window comes, i have a MPL gathering all the scy in the Kerbin SOI... With OPM, there are many places to visit, not and endless game but cant figure how many hours of playing will i need for reaching all the bodies. And if i would, i can always install more planets or even stars :-)
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I have a mod installed, never used, dont remember name, not at home, that adds a part once attached to vessel can freeze its state. I think it was made for this precise puepose, and for reusable stage recovery.
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You should start making coffee AFTER double clicking KSP icon...
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How to get money easy
juvilado replied to Pawelk198604's topic in KSP1 Gameplay Questions and Tutorials
I think the easiest way to get money is testing at the launchpad or landed at kerbin contracts. At least in 1.1.3 where im still playing. I always choose not negative effects for declining contracts at the beginning of careers so if im short of money i can make some of those fast tests. Later i disable them with contract configurator so they dont bother me anymore. -
Inverse radial decouplers placement
juvilado replied to juvilado's topic in KSP1 Gameplay Questions and Tutorials
Interesting... this is really a MUST KNOW for everyone... -
Inverse radial decouplers placement
juvilado replied to juvilado's topic in KSP1 Gameplay Questions and Tutorials
Thanks! -
Inverse radial decouplers placement
juvilado posted a topic in KSP1 Gameplay Questions and Tutorials
Hi, we all notice that when the radial decouplers are activated, they remain attached to the "root" part, so i imagine they still count as dead wasting weight, am i right? Or are they weightless once activated? Wouldn´t be better to vanilla be placed inversed? I mean, once activated, they would go out with the unattached tank or so. Trying to place them reversed, i sadly find they sink inside the tanks and im not able to even pick them for moving outside with the gizmo. Any idea if it is doable? Thanks -
Hi, i don't know if it is already posted somewhere but i have problems when i resize some parts (like rockomax brand adapter and other parts that can have fuel in it) making them smaller (havent try bigger) and adding then fuel (I have Real Fuel installed, but only use stock fuel and possibly lithium). In that case, the physics get broken as that parts seem stuck in the Launch Plattform, When engines start, some "invisible hand" seems to hold the rocket from the resized parts, making impossible to fly. Some times even resizing a nose cone (not adding fuel i think) to make it smaller will have the same result. Im running KSP1.1.3 I think the mods involved are Tweakscale and Modular Fuel Tanks/Real Fuel tanks (happens with both -I only install one at a time-) I love the idea of being able to fill some adapters with fuel, but i don't know if there is a compatibility issue or whatever. Using Insterestellar Fuel switch removes the problem of resizing, but then i can't fill adapters with fuel. So what i really want is that: To be able to resize parts and work fine with them, adding fuel to them in case i need it. Thanks
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- tweakscale
- modular fuel tanks
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(and 1 more)
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Hi, i don't know if it is already posted but i have problems when i resize some parts (like rockomax brand adapter and other parts that can have fuel in it) making them smaller (havent try bigger) and adding then fuel (I have Real Fuel installed, but only use stock fuel and possibly lithium). In that case, the physics get broken as that parts seem stuck in the Launch Plattform, When engines start, some "invisible hand" seems to hold the rocket from the resized parts, making impossible to fly. Is there any solution for this issue? Im running KSP1.1.3 Thanks
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Totally right! I must have installed this as a complement for OPM. Or whatever :-) No need to paste KSP log... Anyway, i think im going to preserve the mod for a while... at least until i succesfully return from Eve's surface ;-D Thanks a lot!
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Actually is 55km, but quite far from 90 Km... And found that Laythe has atm of 60K instead of 50k! I think i will have to cope with that...
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Hi, i don't know why, but in my KSP EVE has an Atmosphere height of 50Km, but anywhere i look in the internet it says it has 90 Km height. I can orbit and timewarp above 50 km. Is it due to a mod I may have installed? Among others, i have OPM, i don't know if it changes EVE atm. If it doesn't, do you know what is happpening? Im playing 1.1.3... Thanks!
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First interplanetary attempt
juvilado replied to Some Kerbal's topic in KSP1 Gameplay Questions and Tutorials
I'd make a rocket with a landing module, that landing module has two stages, the bottom is ISRU and the top a tiny return probe. For landing aerobraking and some chutes, can use radial engines of return probe to slow down, then refuelled with ISRU. If you want, can make ISRU mobile attaching wheels, but will be boring to move and the % of ore gain wont be much. Suggest landing on Duna Pole, i think there is better ore. -
Kerbals should die of natural causes, they are not gods (well, maybe Jebediah...)
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In each celestial body (even in a big asteroid too?) lies an anomaly that once investigated by a Kerbonaut, will give a clue to the discovery of an exotic engine, with very high efficiency only in deep space far from a star (best for interestellar travel) as well as the location of a new star system. When all anomalies in each body have been discovered and investigated, the engine will be available and the location of the new star system will be revealed. Then, the players will be able to build a vessel and try to reach that star with plenty (some?) of new worlds to discover. Won't be easy, the new engine is only good at travelling in deep space between star systems, first reaching the edge of the Kerbol system is needed, and once in the new star system, the ship must reach the celestial bodies by normal means. So ISRU would be almost a must. Well, thats the idea. I think its not the first time something like this has been proposed, i dont know if with all this plot or not. Anyway, this "Story Mode" couald add many many hours of gameplay to game... Several Mods would be needed, at least: - kopernikus, and a new star system; - Scansat would be useful for detecting anomalies; - Contract configurator could give some hints or goals in order to achieve that. - Future Tech or at least the implementation of the Exotic Engine. So, if modders find this interesting, do something with it! Regards
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- kopernikus
- scansat
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