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Everything posted by goldenpsp
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Anybody, i need a savegame full of debris in lko
goldenpsp replied to TheScareCake!'s topic in KSP1 Discussion
I'm too lazy to do it myself, but I want others to go through the trouble of saving and uploading their saves which will totally be easy. Especially considering i didn't even put any parameters on this (pure stock, modded, current version or not, Career vs sandbox). Will totally end well. Just use hyperedit as Caelib suggested. -
parts [1.12.x] Asteroid Recycling Technologies
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Something is better than nothing IMO. Beyond that I would say Rover had his reasons. But IIRC he made this mod easy to extend so you should be able to tweak the parts however you like. -
parts [1.12.x] Asteroid Recycling Technologies
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
If you read the details on ART its primary focus for asteroids is converting them into big storage facilities. The conversion of rock into other things, such as karbonite or fuel is a side benefit and is very inefficient by design. -
[1.12.x] Freight Transport Technologies [v0.6.0]
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Probably better off asking in the right thread? AKA Asteroid recycling Tech? Anyhow, if you read the details on ART its primary focus for asteroids is converting them into big storage facilities. The conversion of rock into other things, such as karbonite or fuel is a side benefit and is very inefficient by design. -
Kerbodyne SSTO Division: Omnibus Thread
goldenpsp replied to Wanderfound's topic in KSP1 The Spacecraft Exchange
As another spaceplane noob, Wanderfound helped me see the light. IMO if you want to do anything with *planes in KSP you should at the very least grab NEAR. And I have recently moved up to FAR, although I "cheat" and turn off the failures so It is kinda like NEAR still. It is way better to have planes that fly how you would expect. It takes a little adjustment in how you launch rockets, but it is not a steep learning curve. Plus you actually benefit from the delta-v needed to get into LKO. The best thing is you can drop in NEAR or FAR, and if you decide you don't like it just pull the folder back out and restart. In the beginning I would put in NEAR for playing with spaceplanes and remove it when i was focusing on launches until I got used to it. [edit] If you are landing on kerbin as a last resort, why build a plane in the first place? -
Don't worry we won't Regolith isn't a "mod" as has been multiple times. Karbonite will eventually use Regolith as it's resource engine rather than ORSX which it uses currently. MKS resources will use Regolith as its engine instead of ORSX... [edit] and it we are lucky Squad will pull a Spaceplane+ on us with this when it comes time for them to integrate a resource engine
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Kethane bug(?) help requested
goldenpsp replied to Domyras's topic in KSP1 Technical Support (PC, modded installs)
You should probably ask in the mod thread, which is where people who know the mod read and where people post their bug reports. This is more of a support question than a gameplay one. -
Why isn't MechJeb landing?
goldenpsp replied to briligg's topic in KSP1 Technical Support (PC, modded installs)
Also, Not that I am an anti MJ type. I use it plenty to do things that have become redundant at times. But now that you know the ALT-F5 way of making saves I do highly recommend taking the time to learn to land properly. Even if after that you use MJ for 100% of your landings, it is something important to get familiar with. It is a great feeling to finally accomplish that first landing. And well, it's fun. Use ALT F5 to make a save in orbit right before you begin. I usually make another alt f5 once I've made my initial deorbit burn Then i just use regular F5 to save on my way down if I feel I need to (usually just dark side landings these days). That way if you botch the landing you have 3 places you can reload from depending on how far back you want to go. -
Cant orbit kerbin anymore
goldenpsp replied to Rayge's topic in KSP1 Gameplay Questions and Tutorials
Yes like others have said, sounds like you are just burning too much. Generally by the time you reach 70km you should have an AP more than high enough if not too high, at which point you should turn off your engines and coast to AP and then do a circularizing burn. -
[1.12.x] Freight Transport Technologies [v0.6.0]
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Other mods you may or may not be using. -
Possibly, that I will let Rover answer. It still doesn't change the fact that MKS/Karbonite etc will use Regolith, not the other way around. I'd bet money once the bees have been removed, the parts currently in Regolith will be removed as well, and moved to something like AMT (asteroid mining technology) that Rover has alluded to in the past.
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If i understand correctly, the key take away with Regolith is that it will eventually be a replacement for ORSX, ie it will the the resource foundation for karbonite, MKS resources, ART, and probably the new AMT (asteroid mining technology). The confusing part is that the demo is showing the asteroid part, likely because it was easier than trying to demo via karbonite etc since it is so tied with ORSX and MKS etc (more bits to break).
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How can I slow a spaceplane for landing?
goldenpsp replied to jebster's topic in KSP1 Gameplay Questions and Tutorials
Once again Dematt is there to save us from the Necro threads. thank god for you. -
That makes more sense. you have done amazing work with the detail of the mod so far. That being said, a not quite perfect background build model sooner would be nicer than a perfect one way down the road.
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So I don't want this to turn into some crazy debate, but I am genuinely curious, and since you linked it anyhow... I'm curious as to why you wouldn't want background build capability?
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Mun Rovers - Unsafe at any speed ?
goldenpsp replied to Louella's topic in KSP1 Gameplay Questions and Tutorials
As you can see from the picture, I could get my unmanned Muni mining rover (karbonite) moving at a pretty good clip. I did have to be mindful that it did not slow don very fast and plan accordingly -
[1.12.x] Freight Transport Technologies [v0.6.0]
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
That would be cool. I could see it being potentially OP, but at the same time I think even if you restricted it somewhat you could make it workable. IE some things can swap due to being similar but not others. I could see a container holding Karbonite could also be configured to hold ore or substrate. But I wouldn't want a LFO container to also be able to switch to my drinking water.