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Everything posted by FleshJeb
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Any interest in a "badge aggregator" service?
FleshJeb replied to sturmhauke's topic in KSP1 Mods Discussions
That's a neat idea. How about a site challenge-makers can access and assign badges to your profile. Instead of having badges in your sig, you could have a link to your profile on the site, similar to the KerbalX link in your sig. Perhaps it could be managed AT KerbalX, so we don't have to have a new account somewhere else. -
My vices are a little different.
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In local news, oregano sales have shot through the roof. When asked to comment on the matter, Jebediah Kerman said, "Dave's not here, man."
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MOM! TRIOP'S BEEN DRINKING AGAIN!!!
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Stock artillery
FleshJeb replied to Hummingbird Aerospace's topic in KSP1 Gameplay Questions and Tutorials
Can you use the extending MH docking ports to place your shells within the breech? If the shell is attached to the main craft via the port, you can make it phase right through the fairing or the base. -
Guide for optimizing staging
FleshJeb replied to Tyko's topic in KSP1 Gameplay Questions and Tutorials
@Tyko Scroll to the Optimization section: http://www.projectrho.com/public_html/rocket/multistage.php I think this is outdated for some engines, but you can check your work against it: https://garycourt.github.io/korc/ (I really need to start playing 2.5x or 3.2x, because I have no compelling reason to optimize launches at 1x scale.) -
To be fair, I'm really, really good at it.
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I eat SRBs for breakfast:
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Ha! That's great. He's definitely a problem-solver that doesn't let things stop him.
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When I was a kid I knew two people who grew up to be journalists that work for public radio. In fact, I used to "play doctor" with one of them. (No, I'm not telling you who she is.) They're both VERY smart people and know their material extremely well. Knowing both of them, they became journalists to defend freedom. Their parents and siblings are pretty cool too.
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I was prepared to be really irritated by this thread. I am exactly the opposite of that. I hope the comment I left him was helpful.
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Dres Canyon Coordinates
FleshJeb replied to Mars-Bound Hokie's topic in KSP1 Gameplay Questions and Tutorials
Not on Dres that I’m aware of. Other fun geographical features are the canyons on the Mun, the Mohole at the north pole of Moho, a large canyon on Duna, and a “cave” on Tylo that I’ve never been to.- 7 replies
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- dres canyon
- dres awareness
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Dres Canyon Coordinates
FleshJeb replied to Mars-Bound Hokie's topic in KSP1 Gameplay Questions and Tutorials
Kerbal Maps: http://ksp.deringenieur.net/ The Slope Map option really helped here. Is it 4deg S, 18deg E? I haven't been to Dres in years.- 7 replies
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- dres canyon
- dres awareness
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(and 3 more)
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SPH Mirror mode disengages
FleshJeb replied to Espatie's topic in KSP1 Gameplay Questions and Tutorials
That might be a problem with the Micronode as well. Try another part, and see if the problem persists. -
This sounds like great fun! Also, you're the boss; don't worry about offending me. If you think something sucks, feel free to say so. No rush. I won't have a lot of time until Saturday.List of ideas to cover in your PM:
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Fortunately, pedantry has no known maximum bitrate. How about them photos, guys? I’ve been trying not to think about waiting for them all day. And this is from someone who purposely avoided looking at the night sky for all of 1986, because I thought Halley’s Comet was overhyped.
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@Nivee~ Still looking for an ESA builder? I have about 5000 hours of experience, specializing in spaceplanes and indestructible rovers. I can also do subs, boats, and plain-old spacecraft. Do you have an idea of what you’d like ESA’s design philosophy to be? Brute force, or finesse? I can do either, and I guarantee it will work reliably and have an operations manual attached to it. Great story, BTW.
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The stream worked great for me. That was really fun. I don’t know if I’ve ever watched any space stuff live before.
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I’m excited even though I missed the flyby. Tomorrow morning is going to be awesome
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SPACE STATIONS! Post your pictures here
FleshJeb replied to tsunam1's topic in KSP1 The Spacecraft Exchange
@Mars-Bound Hokie It depends on when you go. Moho is the one planet that it's cheapest to go to when you arrive at the AN/DN, rather than the optimal Hohmann transfer. Otherwise, the plane change is super expensive. The capture burn can also be very expensive if you do it at a low TWR--I did it on Ions once, and I was burning from the time I hit the SOI. I think it doubled the delta-V required. You'll probably have a pretty good TWR after you do your transfer burn, so you should be OK. Side-note, KSP can only display as many lights as you have set in Pixel Light Count, so all those extra spotlights aren't doing anything for you. If you're willing to use drop tanks, I've used Bamboo and Breadcrumb Staging to get to Moho: -
Wind tunnels introduced
FleshJeb replied to 4472TJ's topic in KSP1 Suggestions & Development Discussion
“There’s a mod for that:” Although, I prefer this one: -
Center Of Mass widget
FleshJeb replied to Daveroski's topic in KSP1 Suggestions & Development Discussion
While I think your proposal has some merits, I have to disagree. I think one of the absolutely key portions of KSP gameplay is learning to design elegantly and well given the limited number of parts. Yes, it’s challenging, but it can be done. Having restrictions increases gameplay depth, and makes the good solutions that much more satisfying. I’m reminded of what my high school English teacher said about Shakespeare writing in iambic pentameter, “He accepted the restrictions because it was hard; he’s considered great because he did it beautifully.” Back to your spaceplane complaint: Real life airplanes pump fuel for balance. The Concorde was notorious for it. However, KSP is a lot easier than real life, and if someone has to pump fuel for balance, I think they just haven’t yet learned how to design without needing to. In any case, thank you for presenting the idea. It’s very creative and pretty well thought out—I just don’t think it fits within the scope of KSP. ADDENDUM: I also think it would enforce bad design habits by giving players an easy out. Most of the “awkward” craft that I’ve seen (and created) are a result of a poor understanding of physics and mechanics, not a flaw of KSP.