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Everything posted by FleshJeb
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In addition to the other advice, regarding your #3: There is almost no drag and no heating above 36km, burn as flat as you like. Likewise, all vacuum-optimized engines are pretty efficient at 7km, and very efficient by 10km, so that's not an issue either. For efficiency, try to keep your circularization burn under 300m/s. Personally, I aim for under 100m/s. The Scott Manley Rule: If you can easily keep track of your time to apoapsis, try to hold it to 1 minute when you're above 20km or so. I prefer 45-50 seconds, but 1 minute is a good, safe benchmark.
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That was really fantastic. I was legitimately frightened for a large portion of it. Your cinematography is VERY good. I subscribed to your channel for more. Constructive critique: The camera move down the ship, just before the engine fires, on the ejection from Moho to Duna was too fast. Use longer pauses between the days on the way to Duna. Just one or two seconds more for the camera to linger. Time is supposed to be passing slowly--Let it pass. Jeb summarizing the trip in his log: We know, we just watched it. He can begin his last log with the Automated Sequence Error, and skip talking about the rest of the mission.
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[EE] KSPedia Removal - Feedback/Questions
FleshJeb replied to Arch3rAc3's topic in KSP1 Suggestions & Development Discussion
Aw crud. I think the title changed since the last time I looked at it. Thanks for correcting me. Sorry @Arch3rAc3- 10 replies
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The Karbonite mod is pretty OP, but it has atmospheric and exo-atmospheric scoops that are an enormous amount of fun.
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[EE] KSPedia Removal - Feedback/Questions
FleshJeb replied to Arch3rAc3's topic in KSP1 Suggestions & Development Discussion
I think we have different definitions of the word “removed”. I’m using the one in the dictionary, which one are you using? FleshJeb can't read.- 10 replies
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Hit Escape while on the runway/pad, go into the settings, and there’s a slider for navball position. I know some settings don’t save if you revert the flight, so just recover it.
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IIRC, that mountain range to your north has some really fun canyons to go stunting in.
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HOW HAVE I NEVER SEEN THIS BEFORE! That's brilliant from start to finish.
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@Jirokoh Have you checked to see if your firewall is getting in the way? You might have to forward those ports. Also, I'd try running it all on your KSP machine first--That will at least isolate the problem. Have you got the server all set up like the screenshot? https://krpc.github.io/krpc/internals.html#server-performance-settings This is the KRPC Discord: https://discord.gg/YbSC5R We're not super active, but you usually get a solid answer
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- totm june 2019
- machine learning
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[EE] KSPedia Removal - Feedback/Questions
FleshJeb replied to Arch3rAc3's topic in KSP1 Suggestions & Development Discussion
It's not being removed. The PDF is just an alternate location to see it:- 10 replies
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Build a plane and kick my butt again! Also, I'd like to complain about my coworkers
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Certain searches break the forum software?
FleshJeb replied to RocketSquid's topic in Kerbal Network
@RocketSquid The forum search feature isn't very good. I always use Google. Sometimes I have to preface the search terms with "KSP" or "KSP mod". -
KSPedia is now available at our website! [DISCUSSION]
FleshJeb replied to Paul Kingtiger's topic in KSP1 Discussion
Given how confusing the original wording was, I can see why you guys are looking for an additional Community Manager. I'm kidding, I'm kidding. It's really nice to see all these little (for varying definitions of "little") Quality of Life improvements that we're getting. Sure, there's always big stuff to fix, but paying attention to the details means somebody cares. That's pretty cool--Good job, guys. -
Points in time when videos/guides become obsolete?
FleshJeb replied to Celthon's topic in KSP1 Discussion
@Celthon The significant versions are: Version 1.0, April 2015 - Many new things introduced. Major changes to aerodynamics. Version 1.3, May 2017 - Very similar to what we have now. There have been a few part balance changes, but overall, no major changes since then. More detail here: https://wiki.kerbalspaceprogram.com/wiki/Version_history When in doubt, check the wiki or KSPedia in game. The parts information and celestial bodies reference in the wiki are usually quite current. Last but not least, don't be shy about asking in the Gameplay Questions section here. We will happily answer anything...frequently in mind-numbing detail. Even as a very experienced player, I pick up a lot of info and insights just from reading other people's questions. -
Who will be next to land people on the Moon?
FleshJeb replied to Ol’ Musky Boi's topic in Science & Spaceflight
Given that the timeline and budget is darn near impossible, I have to wonder if this isn't purposely setting NASA up for failure as an excuse to privatize spaceflight. If you all think that particular speculation is too political, I'll edit it out. -
Multiuser, not Multiplayer aka: Massively Single-Player
FleshJeb replied to linuxgurugamer's topic in KSP1 Mods Discussions
I agree with you. As convenient as it would be to have a shared, directed goal system to help coordinate players, I don't consider any of the current options (career, MH) to be even playable. A new system would have to be built from the ground up, and that's too much scope creep. Mod compliance could get to be a bit of a pain--Perhaps the server could enforce a CKAN metapackage? The downside to this is that I use a lot of editor tools that don't affect gameplay or physics. How could one keep those without also allowing someone to have a planet pack installed that breaks the save permanently. I swap my ~20 mods out manually, but I can see someone with a big list accidentally missing Kopernicus. -
Try it. If you find it fun, then it's useful. Personally, I find it fun and love making small probes, Duna planes, and Mun landers with it.
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Wait for a sale on the PC edition. They're pretty frequent and are about a 40-60% discount.
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The fuel highway rough idea (edit: more like hub)
FleshJeb replied to M_Rat13's topic in KSP1 Discussion
@M_Rat13 Have you considered fueling on Gilly, ejecting into an elliptical Eve orbit, and THEN going to Moho at Eve periapsis? That should be MUCH cheaper, since the majority of your Eve ejection would already be done, and the insertion burn at Moho would be much less. -
Same experience in the Civil Engineering/Surveying business. It's even in our contracts, "This is our estimate for time and effort; we might go over; we'll let you know if we think we will, and it shouldn't be more than 20% anyway." If engineering were easy, it wouldn't be a profession.
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Jury Rigging Radial Decouplers
FleshJeb replied to The Flying Kerbal's topic in KSP1 Gameplay Questions and Tutorials
The addiction is real. Yes the cone stays with the rocket. It's not ideal, but it works. I already had KSP open, and I realized it was much easier to show the solutions rather than try to describe them. -
@MPDerksen I just realized the Cupola is probably the control point. It's upside-down, so your controls are reversed.
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Take the upper fins off, unless you're trying to land the central core later.. Use different fins. Those are the weakest ones. Reduce the gimbal range on the Mainsail to 50%. Excessive gimbal can kill you. Reduce the thrust on the SRBs to 50% Offset the SRBs/radial decouplers down until the rocket rests on them. They're draggy. Strut or Autostrut the payload. You might have bad payload wobble. Launch with the both the SRBs and the Mainsail on. The mainsail will help control. You can always throttle back if need be. FYI, those are NOT docking ports attached to the side. Also, THIS is heavy lifting (and it's an SSTO) :
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Really exquisite mission. The BASE jump was epic. Makes me wish we had wingsuits. I may have to build one.