THX1138
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Everything posted by THX1138
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Make the rugged rover wheels work upside down
THX1138 replied to THX1138's topic in KSP1 Suggestions & Development Discussion
Okay, what if you model it as two sticks pointing in opposite directions or maybe four sticks at right angles, just to be sure? -
If you build a vessel in the SPH and put a Telus-LV ladder on it and then extend the ladder and launch the vessel and return to the SPH, the ladder can no longer be retracted. Let me know if you can't reproduce it.
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I was wondering what use people might have for fuel cells. Do they produce enough power per unit fuel to enable them to power the drills and ore refiner, perhaps at such a distance from Sol that the solar panels are not viable? I can't think of any other applications where I'd want to trade fuel for electrical charge.
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I don't know about your canards but I do know that heating has changed for a lot of things. The LV-N engines no longer heat up as much either and the ore drill/refiner also are a lot more resilient at least in my limited experience. I think I read somewhere that there was a mistake in the code where a sign was reversed in one of the equations which has now being corrected.
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Wheels when braking to generate electricity?
THX1138 replied to THX1138's topic in KSP1 Suggestions & Development Discussion
They were being ironic or sarcastic. -
Space station tutorial
THX1138 replied to michaelvf's topic in KSP1 Gameplay Questions and Tutorials
Consider setting your lights to different hues to help keep track of which port it is you're targeting. -
I'm having problems with a small rover going downhill on Duna. The brakes are ineffective, apparently due to the lack of friction. Could a landing leg at the back be deployed to drag across the surface or is that just going to flip me over when it catches on something? I suppose another couple of wheels would help.
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Tourist wants suboribal flight around the sun
THX1138 replied to Mastikator's topic in KSP1 Gameplay Questions and Tutorials
Ha! What a nutcase. Is there an option to have them committed instead? How much are they willing to pay for such a thrill? -
I was actually hoping for a bigger SRB so I was even more disappointed by the flea! What the hell am I meant to do with that thing?
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The SAS can be wasteful due to its frequent overshooting and furthermore it can interfere with delicate docking translation by squirting RCS around unnecessarily. I'd like SAS to be able to maintain my attitude while I translate using RCS but it's currently not possible to do that. Please allow control over whether SAS can use RCS.
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Any way to bring back 1.0.0 style heating?
THX1138 replied to Panzerbeard's topic in KSP1 Gameplay Questions and Tutorials
Was that 1.0 heating more realistic? It's a shame it got changed if it was just to satisfy the moaners who couldn't get their make-believe crafts to function in a more realistic scenario. If 1.0.2 is more realistic though, I'd rather keep that but I suspect that's not the case. -
How much RAM should KSP be using?
THX1138 replied to THX1138's topic in KSP1 Gameplay Questions and Tutorials
I'm not sure what you mean but here's a screenshot. The only mod I have is Kerbal Alarm Clock. -
How much RAM should KSP be using? For me it varies between 2.5-3.5 GB but I saw someone complaining that it took 1.5 GB on their system so I wonder what's normal.
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Edit: My mistake; the docking port was still set as the part to control from. Disregard this report. Load the save game and try to comply with the planned manoeuvre node. The periapsis starts dropping even if you're burning prograde. If you burn towards the manoeuvre node, the Dv counter goes up instead of down. The ship appears to be pointing mostly away from Kerbin so I think the navball is wrong. I'd recently undocked from the near station in case that makes a difference. Log file: https://www.dropbox.com/s/14jm76kd86wdpvu/output_log.txt?dl=0 Youtube video: (upload in progress) Save file: https://www.dropbox.com/s/3na51crafnbwmfs/Ore%20shuttle%20prior%20to%20first%20Mun%20gravity%20assist.sfs?dl=0 Mod installed: KerbalAlarmClock - 3.3.0.1
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Currently to transfer fuel between tanks we have to press alt and right click on each one. If you accidentally click on anything but a tank you have to clear the selection and start again. Often, you want to fill all tanks in a vessel and don't need this level of granularity. Please allow an option to simply "fill her up", transferring fuel from one selected craft or tank to another entire craft or tank.