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Everything posted by klesh
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KSP Simultaneous Eve and Mun transit, plus Moho transit
klesh replied to Alphard's topic in KSP1 Discussion
Very cool, I remember doing something like this with a mod who's name escapes me currently. I would love a camera like this in the game where capturing specific scenes with bodies transiting, being in opposition etc would yield science. -
All planets look like Kerbin from afar
klesh replied to OndrikB's topic in KSP1 Technical Support (PC, modded installs)
Well played, sir. This is on nayan-cat-loadingscreen level of clever. -
Storage bay, whats it for?
klesh replied to Kaiser82's topic in KSP1 Gameplay Questions and Tutorials
I think I would use it alot more if you could open each door individually. -
Please test this .craft
klesh replied to klesh's topic in KSP1 Technical Support (PC, unmodded installs)
Okay, thanks for the replies fellas! I didn't know it was a longstanding issue. I've built little tree launchers like this before without issue, guess I was lucky then. I didn't even get to the point of adjusting decoupler forces (probably should have inline ones on the bottom anyway), or fiddling with fuel or thrust at all. Slapped the thing together and checked it quickly on the launchpad and was taken aback so much by the Kraken forces that I didn't even get to seeing which cones worked best. The guy asking about it in the Help forum got a very thorough answer anyway from someone else. I was simply going to post a picture at some altitudes showing one is able to faster or further than the others. This was shortly before the thing tore itself apart: -
Storage bay, whats it for?
klesh replied to Kaiser82's topic in KSP1 Gameplay Questions and Tutorials
Occasional rover deployment canister for me. I dont use them much at all. -
My dudes, I have a weird one here. Trying to answer a question in the help forum, I made this ship in a big ol modded install and found some very weird happenings on the runway. Just letting the ship load in results in it wiggling itself to destruction within 10 seconds. Fair enough, mods probably to blame. Grabbed a fresh install on steam, and plopped in this .craft and tried it stock. Same problem. Recreated the ship manually in the stock install, get same results. Its nothing fancy, clearly it is to test the drag characteristics of different nosecones. Launch and compare, right? Can you try this and see if the same thing happens to you? https://www.dropbox.com/s/haztaguz4bqc7mt/Wiggle.craft?dl=0
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Notable "locations" on Kerbin
klesh replied to Ncog Nito's topic in KSP1 Gameplay Questions and Tutorials
Its worth sight seeing on kerbin at least once. There are a few things to see. You might want to develop a plane that will help you get that rover around to some far flung places. -
This is a good example of why the steam version should just launch into 64 bit.
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Giving one of my steam friends a KSP 101 lesson on teamspeak. None of my friends understand the game; none have played more than a few hours to giggle at the lolsplosions. Did about an hours worth of lessons for this guy and he landed on the Mun that evening.
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Try this one, he explains it well:
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I would actually dig something like Fallout 4's companion pipboy app, which connects on wifi to the game and lets you manipulate the game from your tablet. Almost like a working Rasterpropmonitor screen in IVA, maybe a docking camera. Something like the above picture, or something that is configurable such that any of us could choose the information we wanted displayed. For it to jibe with the game in that way, it'd have to come from Squad I imagine.
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I happen to know a recently out-of-work mobile app developer/porting company they could use.
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Ha, wow, thanks guys. My stream friends only ever seem to occasionally make phallic jokes on my steam screenshots. Its nice to see people digging it! I'll have to post more of my efforts here in the future. This was the base a few days ago, pre addition of Ven's stock mod. I haven't connected everything up, and the ship in the foreground is for ferrying crew around. I am almost certain they come in one of the USI mod packs. They're really nice and wide-based.
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I landed a supply ship at my Iota base so the scientists there could continue their lab work. (after landing I noticed I neglected to remove the 2nd pair of landing legs I was testing in the VAB, lol). Whoops! I unlocked the ISRU drills so it was time to scan around the base for ore concentrations; needed a rover for the job. 2 birds, one stone. Concentrations at the base which is at the Highlands was 8.25%. A short jaunt into a nearby valley revealed a Midlands biome with 14.62%. Drilling and extraction will happen there, and a truck will drive the ore to the base where the conversion and final storage will be. Orbiting Iota station produces lots of supplies, which I can then ferry down to the base, along with any replacement crews. At this point the base is way more effort than the science gains from it are worth, but its still fun.
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Does anybody else think Jeb and Val should hook up?
klesh replied to imkrazy's topic in KSP1 Discussion
Apparently this phenomenon is called "shipping". Its been discussed before. -
I got one of my Domingo atmospheric probes safely to the surface of Tellemundo. Siempre orbiter overhead to replay the data back home.
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I grew up with Mr. Wizard, and this Nye character seemed like a cheep replacement at the time, so I never got into him. Now I gotta see his face around everywhere as a popular voice on science. Ugh.
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Mods used are listed in the info section of the video, no?
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Try cycling the diffent commnet display modes. There is a "show all connections" selection that might reveal that they are in fact connected. Presumably the reason youre not seeing connection in your video, is that signal strength is stronger to the other relays and youre viewing the network in "show strongest connections" mode. Just riffing some ideas.
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fotovoltaic panel disappear
klesh replied to antipro's topic in KSP1 Gameplay Questions and Tutorials
Regular fairings: Clamshell deploy: I'm not understanding the problem then, if your panels are not within the fairings. ______________________________________________________ Okay, I downloaded the craft file, but my ksp install is heavily modded so I am sure the area in question doesn't look exactly the same. However, the problem is now very clear. The fairing is destroying all the panels when you deploy it, for sure. The smaller probes all surround the fairing, they need to be out of the way when it deploys or all the fairing pieces, clamshell or not, will smash into them. From the looks of it, the best solution is to make the center stack taller, so the fairing is in front of the small probes. When you deploy, the pieces will scatter well in front of the delicate panels. Another solution if you want to keep the general shape of the ship the same is to decouple the entire fairing forward of the ship, deploy it clear of the probes, and then move the ship forward to re-dock with the fairing's contents. Of course the contents of the fairing should probably have a probe core just in case. That works too! You have to carry that heavy fairing around with you in space, but if you have the dV, then it works. -
fotovoltaic panel disappear
klesh replied to antipro's topic in KSP1 Gameplay Questions and Tutorials
Are you setting your fairings to clamshell deploy? That will tend to break things that visually fit inside.