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Everything posted by FleshJeb
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Yes, thanks for the input. I'm going to try mounting them on suspensions per Overfloater and Vagiani's work. If that doesn't work, I'm going back to 8 wheels and hoping it survives on Eve. - - - Updated - - - This is very common. The Kerbals end up getting set as "debris". You have to fix it by manually editing your persistent.sfs file (it's just text). I can't remember what they're supposed to be set to, but just look at another (healthy) Kerbal in the file.
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Stability control will NOT let you do passive (or active) braking if you have fewer wheels on the ground than the limiter allows. Go take a look at the (Waypoint?) settings. When that fails, I have 300 units of Mono to play with. I need to do some experimenting when I get home tonight, but I'm going to try 25% of the wheels (default is 75%), and 10 m/s for some steep downhills. I made a 12-wheeled version of the rover in my post, and I'm having a harder time keeping wheels on the ground than on the 8-wheel. Very frustrating. I want to drive about 200km on Eve and I'm looking for solutions. - - - Updated - - - Do the wings act as suspension? Do they flex noticeably? I'm having a hard time deciding if my wheels are too stiff or too loose.
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You're a little something, all right.
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I just started playing with the Rover Autopilot myself. I built a similar rover to yours (2.5m, 8 rail-mounted wheels, 15 tons). I installed some very low-slung skidplates/bumpers on the ends. When the brakes or terrain tip it forward, the skidplate catches and pops the nose back up. It's scary as hell, but I have enough SAS on it that the Stability Control flattens it out in mid-air. It'll safely sustain 23m/s in moderate terrain on Kerbin, and 12m/s on the Mun. Just rebuilt a simplified version:
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Just let Bob stand on the runway...
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Well, this adds a WHOLE new dimension to my Jeb/Bill/Bob slashfic... She's adorably derpy. I'm looking forward to some maniacal lithobraking misadventures. I'm hoping they make her a Pilot. (inb4 female Kerbals can't drive) I WAS going to make a (trolling) mod named, G.R.O.S.S., but I thought that was needlessly inflammatory. ;-)
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Where can i find a sort of this "wall"?
FleshJeb replied to Daze's topic in KSP1 Gameplay Questions and Tutorials
http://www.kerbalmaps.com/ On the Mun. 18.2813, -50.4492 - The Canyon -82.2063, 102.9305 - A big deep hole with a surprise at the bottom. -
Yes, you can do exactly that. The imgur album format is REALLY convenient. You can also post images from other sources by using the "img" tag: [ img ]http://www.somewebserver.com/myimage.jpg[ /img ] Again, take out the spaces from my example. http://forum.kerbalspaceprogram.com/faq.php?faq=vb3_reading_posting#faq_vb3_attachments
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I think this a fantastic idea for a challenge! Nobody stays on Eve...intentionally. ;-) A couple of things: --Even if the purpose of the challenge is just to say, "I did it!", there should be some sort of scoring system so we can all wave our rockets at each other. --Add a boating option! Someone is going to tell you to do it anyway, so I will: Please read the Challenge Submission Guide sticky post. You'll get a better response Thanks for putting this up. Returning 4 kerbals is going to be tough. Post pics using imgur.com The album will have a URL that looks like this: http://imgur.com/a/eEoRI The album name is the last 5 characters. Link like this (Take the spaces out of my tags) [ imgur ]eEoRI[ /imgur ]
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Cupcake's Dropship Dealership...
FleshJeb replied to Cupcake...'s topic in KSP1 The Spacecraft Exchange
Awesome. -
If you're on Windows: Move (don't copy) your savegame folder where you want it. Lets say "c:\KSPsaves\" Go to the command prompt and try something like this: MKLINK /D "G:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\saves\" "c:\KSPsaves" I'm on my work computer and don't have sufficient permission to try this, but it should work. If you're on Linux, the SYMLINK command is similar.
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what kind of ksp DLC would you like?
FleshJeb replied to Roderik's topic in KSP1 Suggestions & Development Discussion
It's OK, birds have really good SAS and a Pilot skill of 5. App Store: I think it's absolutely fair that modders get a chance to be paid for their work. Squad could get a slice of this, but they should vet the code if they do. An app store might make it more difficult to "try before you buy". I'd say that 2/3 to 3/4 of the mods I've tried got uninstalled in less than a week. Perhaps we should retain the donation model but have a Squad-approved payment system? I'd be MUCH more likely to donate under that kind of framework. Also, the donation model allows mods to have a bigger audience, and permits the best ones to become almost official due their near universal usage (I'm looking at you KER). Would we be getting dV reports in 1.0 if we'd had to pay for Kerbal Engineer? I think DLC can be done right. First and foremost, it has to be good value for the money. Secondly they (generally) can't create a massive divide in core gameplay or power levels between the DLC and non-DLC players. DLC ideas: -Comets, outer planets, (someone else mentioned) boat parts, and interstellar travel to new systems would work fine as DLC. They're not necessary to the core game. -Doing something like the ARM pack as DLC would be problematic--The new engines and tanks should be stock, because they'd be "pay to win" otherwise. The asteroids themselves could have been DLC content. -Career mode could have been an excellent DLC. It's a (adjectives redacted) sub-game on top of an superb game framework. Lots of people love it, but it's not necessary. However, if career mode added a narrative structure/story to the Kerbal universe, it would need to be core. -A Real Solar System mode would make a FANTASTIC DLC. EDIT: Kasper, just saw your post. Feel free to edit me as you see fit. -
Well, if you're OK with getting rid of the "flying any path" allowance... http://en.wikipedia.org/wiki/Great-circle_distance
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Presenting: I've Got My Ion You! EDIT: All stock, my first time using 0.90. Attempted to avoid infiniglide at all costs. 100 +326 km +1 Kerbal -8 Mass -20 Width -11 Height -46 Length -33 Parts =309 points Thanks for the fun challenge Sal! Now to refine this into an Ion seaplane for Eve.
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How does KSP handle out of range vessels?
FleshJeb replied to percyPrune's topic in KSP1 Gameplay Questions and Tutorials
I get it at about 10, but I'm playing below the minimum spec, and I don't think KAC is helping either. -
To expand on what The Shadow said, the general rule is that we don't do modpacks around here, due to licensing issues, versioning issues, and the assorted drama that comes with making copies of other people's work. Keeping all the responsibility for maintenance and distribution with the individual modders works pretty well, and avoids the clusterbomb that the Minecraft community has become.
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Wings Blow Up in Orbit
FleshJeb replied to whiterafter's topic in KSP1 Gameplay Questions and Tutorials
It happens. Next time, hit F3 after the wings come off. The mission report will probably say that they "collided with the VAB". -
20/265 = 7.55%
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Is there a destination? Or do we simply construct?
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My girlfriend just surprised me with a KSP themed birthday
FleshJeb replied to JordanL's topic in KSP1 Discussion
*Slow clap*, particularly for the Interview. ;-) -
We need a jet flameout indicator in the staging icons. It could work just like the overheat indicators. My understanding of the flameout mechanics leads me to believe that this would be fairly simple, reliable, easy to implement, and much better than keeping track of intake air. Looking forward to hearing criticism. Flame away.