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Everything posted by tg626
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What is your official KSP snack and beverage?
tg626 replied to Stealth2668's topic in KSP1 Discussion
Mt dew or coffee -
Tiny moon base:
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Here's the base. Interestingly, all drills on can't seem to exceed the processing of ONE convert-o-tron (no ore accumulates) and one convert-o-tron will over heat (LF+O) with no drills running... Edit: I dashed off this image in a hurry, I forgot to spec that 2 modules have ore tanks under them. I should also add that 3 upper stages were brought into orbit and assembled into a fueling platform. While a fourth launch brought a CSM life boat to the orbiting platform and delivered the Fuel Shuttle.
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I always build my missions to be self cleaning. For example, munar missions drop stages in atmosphere. Final boost into translunar orbit either A) set on a collision course with the mun, with the CSM/LM adjusting to free return after separation, or B) set to free return with a probe core on the booster so I can adjust to impact after separation (like later Apollo missions) I also do disposal burns of satellite launchers to simulate the natural decay that happens IRL. I have very few debris in game. Even LM descent stages have experiments, probe core, and solar panel to act as surface experiments. Ascent stages can have probe core for disposal burn or be ditched by the CSM burning into a suborbital trajectory, undocking, the boosting back to a stable orbit. Personal preferences, I hate debris.
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It's a base. I have a clawed tanker Rover that moves the fuel between a lander fuel shuttle and the base. It has an engineer aboard. Guess I could experiment a bit and try different numbers of drill actove, noting the results.
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I think I have like 16....
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Weight, heat, and power not withstanding, is it better to have a drilling rig with only 2 drills (for weight balance) or to spam as many drills as possible around the hull? I have a drilling rig with as many as I could fit, but I wonder if I'm "saturating" the extraction rate?
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Stock Syncom sat And yes, there is a dish antenna hidden inside.
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Meanwhile.... "" (Seriously?)
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My sound plugin recompiled with little trouble (aside from me trying to get into the workflow of Visual Studio instead of MonoDevelop) - but my docking cam hit a snag... Error CS1061 'FlightCamera' does not contain a definition for 'setTarget' and no extension method 'setTarget' accepting a first argument of type 'FlightCamera' could be found (are you missing a using directive or an assembly reference?) KOAS X:\Ted\Documents\Source\Repos\Kerbal-Optical-Alignment-System\KOAS-DPCamera.cs 129 Active I have Referenced Assembly-Csharp and UnityEngine (Dropped KSPutil as I saw it is gone having been "folded" into Assembly-CSharp), so I'm wondering if it moved or if it's gone. If it's gone, was it replaced with something else? Honestly I'm not entirely convinced it really matters. With "Aim Here" functionality added in game, you can practically do the same thing with a few steps - although my camera view was IN FRONT of the port, not behind it and relying on the model having no camera facing polys / normals. EDIT: Setting the target to a transform basically "positioned" the camera in that spot. Without that setting (I just commented out the FlightCamera.setTarget lines) I get it to build but in game I simply get a camera view outside the vessel that's locked and has an overlay...
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Now that we have an official Module Manager release, you have a Docking Sounds release! See the original post's download link.
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Blew up my runway in Sandbox.
tg626 replied to YourEverydayWaffle's topic in KSP1 Gameplay Questions and Tutorials
2 years later and I had to do a google search to find this out. Not surprising since EVERY other building shows the option when you LEFT click it. And yeah, I know, Necro post. Done on purpose to point out how long that has been a thing... -
Remember, for reference, the real lunar rover only did 3.6 m/s, personally, I keep em in the 2-3 m/s range unless I F5 and go in a straight line only. Then I'll push it up to 15 m/s give or take. Lunokhod only did like 0.5 m/s!
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What's going to happen to the Rocket Part Revamp?
tg626 replied to Temeter's topic in KSP1 Discussion
To me the biggest issue is the STYLE of them. He managed to strike a balance of stock / detail that others have not. Ven's parts are nice for sure but like KW they are actually too good, too detailed to mesh visually with the latter day stock parts. I'd like to have seen his take on the mk1-2 pod given his better mk1. A set of 2.5 meter updated engines and perhaps a new one (as he did for the 1.25m engines) would be great, as would new 2.5m tanks - those grey ones look out if place to me. -
Wow... how did I miss that!?!
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Crap... Does this mean no "stock bug fixes"? I really like that parachute mod to prevent canopy clipping, and the tweakables...
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What if you do flowMode = STACK_PRIORITY_SEACH and transfer = NONE? Would that "drain" (burn) solid fuel in connected parts with solid fuel while preventing you from transfering solid fuel between loaded SRBs and burned out SRBs? (Cause, you know, you can't do that IRL)
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Aw maaaaaaan! I was really looking forward to seeing porkjet revamp all the things... The work he did release for the smaller engines was so sweet.
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KSP expansion packs confirmed
tg626 replied to Gaarst's topic in KSP1 Suggestions & Development Discussion
It may be how we're getting Porkjets new engines -
I used to have a book that cataloged all the objects in orbit (as of 1965 or there abouts). Along with orbital elements and other data was a column for reentry or predicted decay. There were many that were in the decades and more in the 100s of years, but at least a few said 1,000,000+ years. Wish I could remember any of them... (Pretty sure it was an early copy of "The RAE Table of Earth Satellites"
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I like the idea of basically the flea, and the segments you pile in top to get the booster you need. That's a great idea.
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The kerbal V-1Rocket challenge
tg626 replied to jonatron5's topic in KSP1 Challenges & Mission ideas
That link is only good for you, you need to post the sharing link.