

jackboy900
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KSP2 Release Notes
Everything posted by jackboy900
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Will you still use Linux after KSP 1.1?
jackboy900 replied to peachoftree's topic in KSP1 Discussion
Why would your parents force you to remove Ubuntu? -
nice, looks really cool. Have you considered an orbital shipyard aboard the ship which can build SCANSAT probes and science probes and land them for research.
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The latter Source: OP never lies
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Is there a way to get past KSP version on steam.
jackboy900 replied to jackboy900's topic in KSP1 Discussion
Thanks everyone. I like the new atmosphere I Just wanted to mess around in the old one (I used to use NEAR/FAR a lot). Also some mods aren't compatible so I wanted to have a look at them again (B9 and a few others) -
[1.3.0] Mobile Frame System [MFS] (v0.3.3) [29.05.2017]
jackboy900 replied to riocrokite's topic in KSP1 Mod Releases
Is this CKAN enabled? -
Community TeamSpeak3 Server - In space, WE can hear you scream!
jackboy900 replied to Majiir's topic in KSP1 Discussion
dunno Edit: It is. Yay! -
Community TeamSpeak3 Server - In space, WE can hear you scream!
jackboy900 replied to Majiir's topic in KSP1 Discussion
Found this on reddit. Giving it a bump -
I currently have 1.0.4but have been wondering if there was a way to get 0.90 (for the old aero) or earlier versions (for old mods.)
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Whats the hardest thing to do in KSP?
jackboy900 replied to AffinityCrafts's topic in KSP1 Discussion
Landing On every anomaly in the kerbol system and every planet. Each landing has to be from the edge of the SOI and with a single craft with no mining.And you have to land on jool and kerbol. -
The mapview is highly inaccurate and only bases off relative values.Once the surface scanner has landed you can get an average ore concentration for the biome. However you NEED the Hexagonal scanner to get a good ore deposit. Looking at the map after a surface scan and running the hex scanner (which is merely a detailed GUI for ore) you can get deposits up to 9.5% in a 3.5 average biome. - - - Updated - - - Great tutorial but Personally the idea of the Surface scan and Hex scanner being optional is not that good. I have found deposits of up to 9.5% in a biome where it averages around 3.5% by using them so they are very important.
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Is anyone else experiencing Too-Much-KSP-Syndrome?
jackboy900 replied to Noname117's topic in KSP1 Discussion
I generally go through this phase with most games. Currently been playing KSP till 6 AM -
Elcano Challenge: As Long as it Takes
jackboy900 replied to Hagen von Tronje's topic in KSP1 Mission Reports
Why don't you have the minmus badge in your sig? -
I have seen many people say CKAN is better for mods than manual( I personally love MM's) but currently have many parts of my major minmus base operation using modded part and am worried that they'll break. Do you guys have a solution.
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Landers that fit in a Mk2 bay
jackboy900 replied to Nothalogh's topic in KSP1 Gameplay Questions and Tutorials
Still looks awsome and any attempt I have tried to replicate it has failed (how did you make it orange) -
Landers that fit in a Mk2 bay
jackboy900 replied to Nothalogh's topic in KSP1 Gameplay Questions and Tutorials
Cool thanks. Do you have a the file for the launcher (I can't build planes for my life)? -
\Cool example And nowI want a mod thatreplaes all VAB/SPH music with "Trust me I'm an engineer" (most kerbal song ever)
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You just discovered onion staging . Next up is asparagus which gives you so much DeltaV even Jeb can't run out of fuel:cool:
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About to be a new player questions
jackboy900 replied to ussoldier2002's topic in KSP1 Gameplay Questions and Tutorials
Whilst you may want to take it away I would highly advise you keep it as it is way easier to and on/orbit than the mun and teaches you about inclanation. -
. 5 - 10 reverts per session. I mentioned I had OpenGL and ATM.By parts do you mean mods or KSP parts? I already monitor my Gamedata folder heavily.
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I'm having problem with repeated CTDs as I am testing and so reverting to VAB very often, since there is the long standing scene change memory leak bug I was wondering how to increase my ability to run for longer without CTD. I already use OpenGL, ATM and have turned of temperature gauges.
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If you have a heat shield and a Mk1 capsule with a basic parachute plus 2 radial you can go up to 250 Km + and land on water or low lying land fine. You just cut it close with the parachutes, however a bit of lean (5 - 10 east) and facing retro on entry (fins can help) make it quite viable for a newbie. With a Sci Jnr a bit more lean (20-35 degrees) and a very straight (5 degrees deviation) retrograde entry you can do it to 250 Km+.
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Landers that fit in a Mk2 bay
jackboy900 replied to Nothalogh's topic in KSP1 Gameplay Questions and Tutorials
Do you have a craft file for this? - - - Updated - - - I imagine a series of FL-400 tanks with RCS, probe core(tiny), a landing leg and a Jr docking port could dock to a central assembly for a wide base lander. KIS/KAS could allow for parts to be added later to save space and fuel tranfer so the thing can ditch the externals upon take-off and return to the bay.Either a transfer stage built in or a nose based docking port on the mothership could be used for transport.