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Everything posted by Feradose
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Planet Ideas And Names For The Future Of Kerbal Space Program
Feradose replied to Dead Pixel's topic in KSP1 Discussion
Eert: A life supporting (oxygenated atmosphere and surface ice) terrestrial giant planet. Gravity like 6 Kerbins and Atmosphere twice of Eve. Maybe orbits beetween Dres and Jool. Maybe oceans/lakes along the equador. One day is really long. Ecia: "satellite" of Eert. Half the size, orbits at a stationary orbit and is tidally locked to Eert. No oxygen, Duna-like atmosphere, maybe just twice as dense. -
If there were no limits - what would you make?
Feradose replied to Foxster's topic in KSP1 Discussion
Highway to Bop -
Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]
Feradose replied to SuicidalInsanity's topic in KSP1 Mod Development
Um. Squad made Mk3 like a 3.75m rocket part with its sides cut off. Id like having more lift and a more plane-ish look to it. SO. How about a mk3 cockpit that has those "cut off 'sides'" as up and down, so we can have a meaningful plane with flat top and bottom, while being wide?- 862 replies
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KSP Twitter- "We've got something planned later today"
Feradose replied to Jodo42's topic in KSP1 Discussion
Isnt a separate team handling the PS4 port? -
I dont know, everytime I unlock tech, it wants me to test it which I find.. almost logical. However, the starting contracts go for a long time, after orbiting Kerbin, you get Flyby the Mun, Orbit the Mun, Land on the Mun kind of stuff. The only problem is that the contrafts are cluttered with rich tourists that dont give a good money unless you have a SSTEverywhere.
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The whole kerbin systen needs to get nerfed in science. And the whole KSP needs better, more fun-ish science gathering. I dont know still how this science system (temperature from Mun surface... pressure from Eve oceans.. a bit of Jool gas.. here, have your Rapier and RTG.) works, but this science gathering would make the game 100% more livelier on every planet. I love this! Gives my giant science tanks a purpose. Maybe the scatter should be destroyable too? I would love to just move on them and smash them to bits with the tracks I have. It wouldnt be that hard, X amount of kinetic energy (not mass, not velocity) applied should make them "sink and disappear" like the building models.
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What engine shall I make next?
Feradose replied to SmashingKirby148's topic in KSP1 Mods Discussions
2.5m RAPIER? 3.75m Nuclear engine? Maybe even a 1.25m pulse rocket because thats really cool -
Stop messing with Physics Please
Feradose replied to Rixsaw's topic in KSP1 Suggestions & Development Discussion
You take it too hard on yourself. I use FAR, I am not the brightest guy around but really, you can make cubes, umbrellas or even one winged planes fly. Even, one can do a makeshift SSTO in a few minutes, and flying with FAR is 300% easier. And with the SQUAD updating the aero engine, it should be a lot simpler to convert to FAR. -
Since thermodynamics are a thing now (a better thing at least), and Moho goes through "Cycles" (thats how the atmosphere got removed wiki says), it would be awesome to have lava and a burning hot atmosphere (at least uncomfortably warm).
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SCANsat, Remote Tech 2 (Warning: This might make you hate probes and make you want to strand kerbals) And maybe if you plan big, Station science mod? SCANsat adds planetary mapping and resource locating. Remote Tech 2 adds probe network and gives you a lot of juicy new antenna parts. And your probes wont function as well unless you have direct connection (and no connection is no control) to KSC. (It adds signal speed on top of that which can be disabled).
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FAR and IR drag issue
Feradose replied to Feradose's topic in KSP1 Technical Support (PC, modded installs)
On the 1st picture, every wing does its job perfectly. On the second picture, it looks like the upper right wing doesnt generate any drag at all. And really, it doesnt, causing the airbrake to lean on to left. -
anyone?
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Bumpidy, all of my reentry probeshells suffer from this. I either cant deorbit, or deorbit and burn up. I think engines should be able to burn inside the fairings too, for user experience their engines should blow up with their fairings. No need for this limitation, no sane user would activate an engine inside a fairing.
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What mods would make the perfect future "Stock"-KSP for you?
Feradose replied to maculator's topic in KSP1 Mods Discussions
FAR and Mk2expansion oh and KAS/KIS -
Stupid things you noticed too late in a Mission
Feradose replied to Leoworm's topic in KSP1 Discussion
I forgot to put a parachute on the new version of my reusable rocket (older versions couldnt do a mun return so I needed some weight savings. After part removing and reducing weight then replacing essential parts) for my new All-Kerbin-SSTO rocket. After countless quickloads, I managed to land it on a plain with rocket power. -
Ram vs. shock cone intake?
Feradose replied to VBlackshadow's topic in KSP1 Gameplay Questions and Tutorials
Your experiment seems off. The intakes dont really have the same mass do they? Its reasonable for them to veer off. Try using monopropellant ballast in a cargo bay/service compartment which is in the middle, and align CoM with CoT to get better drag results? -
-54 Positive.
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hey thats definitely nice
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Will this work with 1.0.2 atmo? And ofcourse the great jet change..