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Everything posted by FleshJeb
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And I thought I had come close to mastering drag-voodoo... This is scary. @Trogdor! I've found that the service bays are consistently some of the LEAST-draggy parts. My guess was that it's the reaction wheel and probe core causing all the trouble. If I were to modify your craft, I would put a 0.625m probe-core and reaction wheel inside a second service bay. I've pulled off Jool dives that reach 2x terminal velocity on very similar craft.
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Hi @Brikoleur, nice work! I have some really good tips and tricks to add to your tutorial, but I’m on my phone at the moment. I’ll edit this sometime this week.
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Wow, it's almost like collective bargaining is effective and good, and authoritarianism is bad... Galaxy_Brain.jpg
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Calling 911 because you can't remember 0118 999 881 99 9119 725 3
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Cupcake's Dropship Dealership...
FleshJeb replied to Cupcake...'s topic in KSP1 The Spacecraft Exchange
I already congratulated you on the fantastic video elsewhere, but congrats again! Also, I've been bingeing on old Cupcake videos and watching my buddy play The Isle, so this is at least 50% your fault! -
As far as I understand it, they're now hard-coded into one of the wheel modules. There use to be a trick where you could Module Manager them out, but that stopped working a while ago.
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42 users on ignore (3 of those are signature only). Mostly the low-effort and/or console players--It saves a lot of screen real-estate. I only ignore posts, never mentions or messages. I also use my ad-blocker to take out most animated profile pics. (Not R.I.C, never R.I.C.) Now, if only I could pre-emptively ignore some of my own rage-posts...
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totm june 2018 Work-in-Progress [WIP] Design Thread
FleshJeb replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
I was going to retaliate with something Finnish, but the Zydeco destroyed my argument. -
totm june 2018 Work-in-Progress [WIP] Design Thread
FleshJeb replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
I see your fat truck and raise you a Sherp: In the meantime, I'm working on some variety of pterosaur. Sadly, I'm NOT going to try to make it an ornithopter. This is a very early WIP. -
You can turn continuous rotational motion into pendulum motion. At first I was thinking of a modified escapement system like a pendulum clock, but a crank-rocker is better. I know very little about mechanics, so this took me forever to find the terms for. I'd do it like this though:
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@Triop Why are you so darned handsome. Seriously, that was brilliant and magical.
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@Mikenike This might help you out. I don't think it's possible with Mk2 parts.
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Literally dying
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Agreed. And it's going to be fairly aerodynamically sophisticated. This is where I was going with the idea, BTW.
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I was going to PM it, but: A working helicopter with something like this as the rotor (Bonus points for doing the tail rotor as well): @Triop, @NBDesigns
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I don't know the exact altitudes, but you can control when the terrain detail kicks in via the minDistance variable in settings.cfg PRESET { name = Low PLANET { name = Kerbin minDistance = 4 minSubdivision = 1 maxSubdivision = 8 I would suggest trying a value of 2 or 3 for Mun and Minmus. You can even name a new preset other than the existing Low, Default, High if you want to be able to switch back and forth easily. The range of subdivisions (per HarvesteR) appears to be 0-11.
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Decouple Happens Upon Docking
FleshJeb replied to LunaTrick's topic in KSP1 Technical Support (PC, modded installs)
After looking at all the images, I'm going to guess that the docking port is in your staging list and MechJeb has AutoStage turned on in the Utilities. FYI, debug screenshots are more useful with the UI turned on. -
One of the things that helped me understand engine performance on a gut level was the inverse formulation: What can I do with 2.83 tons more fuel? This works especially well when you're doing "bottom up" design with a known lifter. In that case, craft mass is a fixed maximum and the remaining variables are engine and tankage.
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I'm almost certain that you're a danger to society. Also, I have a really stupid idea for a ride...
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Mirror symmetry for triangular panels seems all wrong
FleshJeb replied to Dunbaratu's topic in Making History Support
Upvoted. IIRC it's a pretty simple config file fix.This problem also exists with the triangular armor parts in BDA.- 11 replies
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One of these with a working prop and hydroski: