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KSP2 Release Notes
Posts posted by Rithsom
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Yes, please fix the Wiki, Squad. For a game this complex, the Wiki should always be up to date with its images and information.
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Thanks for the rep, guys!
I have thought about using claws rather than docking ports, because they can grab fairings. They would create a nasty bump in the track, though.
Genius. I'm going to have a bit of a play with it and see if I can get docking ports attached to the fairings. I use a really silly trick when I need a 2.5m interstage fairing for a 1.25m rocket that should work for this...I would love to see your solution!
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Today I put together the instructions for my Track Kit and released it.
Link to the thread in my signature.
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So here is something different, a fully functional track kit! Because fairings can be built extremely long, I decided to try use them as rails.
The Rail Car that drives along this track uses 12 small wheels that clamp to the fairings much like a roller coaster. Two jet engines push the Rail Car either forward or backward, which are toggled with the 1 and 2 action groups respectively.
Build your own!
First, launch the Track End (A) craft. Drive this piece to somewhere flat, such as the KSC grounds. Make sure there are no hills or any bumpy terrain behind the Track End, as that is where the entirety of the track will be.
When you arrive at the flat location, slow down and stop. Click the Brake action group, and then press G twice to extend the landing legs. When the legs are fully extended, stage.
You will automatically be in control of the Track End piece. click the Brake action group one more time to retract the airbrakes.
When done, switch to the rover and recover it.
Next, launch the Track Segment craft.
The SRBs are used to keep part count low.
Do not use the brakes to slow down with this piece. Doing so will cause the rover to bend violently. Instead, use the S key to slow down.
Line up with the back side of the Track End.
Drive slowly into the connectors and stop when the connection looks like this:
It is now safe to click the Brake action group. After that, press G twice, wait for the legs to deploy, then stage.
You will be in control of the Track Segment after staging. Click the Brake action group to retract the airbrakes.
Switch to the rover and recover it.
Next, launch another Track Segment craft and repeat the last few steps. Keep launching and connecting Track Segments until you are satisfied with the length of the track.
Now, launch the Rail Car craft and drive it to the open end of the track (the end opposite of the Track End).
Line up with the track and drive slowly onto it.
When all of the Rail Car's wheels are on the track, click the Brake action group and stage.
Switch to the rover and recover it, as was done with the Track End and Track Segment rovers.
Go back to the Rail Car and move it up the track. Click the Brake action group and press 1 to engage the forward moving engine. Drive it far enough forward so that it is not on the last Track Segment piece. This step will make connecting the next piece much easier.
Next, launch the Track End ( B ) craft and drive it to the same end of the track that the Rail Car was driven onto.
As was done with the Track Segments, line up with the track and drive slowly into the connectors.
Click the Brake action group when the Track End is properly positioned, and press G twice.
Stage, switch to the rover, and recover it.
The track is now completed, but you can add an optional piece to it if you wish, the Boarding Platform. The Boarding Platform is used for boarding and disembarking, as the name suggests.
Launch the craft and drive it to anywhere on the Rail Car's right side of the track.
Make sure the Platform isn't too close to the track, or the Rail Car may hit it. Make sure it isn't too far away either, otherwise the Kerbals will miss the Platform when climbing down.
This is a good distance:
The track may fall apart, in fact it's very likely to fall apart. There is only so much you can do without actually connecting the tracks via docking ports which, unfortunately, can't be attached to fairings.
Enjoy!
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Control surfaces don't require power either. I could imagine the smaller ones being hand/foot cranked, but what about the Big-S ones?
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Wow, I have never seen a custom cockpit better than this one. A first person view in that would be awesome!
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I don't go into that terrain very often, but I have seen it before. There is a small sand patch in that area as well, which is that dry lake bed if I'm not mistaken. It doesn't contain water like it used to in earlier versions.
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I wasn't great at using Photoshop or GIMP when I made this, so in its full resolution it looks quite bad. Even when shrinked it doesn't look great either, but whatever.
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The same thing happened to me too, but I didn't even update to 1.0.4. The fairing disappeared when I left the craft and came back later.
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Oh. 1.0.3 is released? I didn't realize that, Woohoo!
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How are you getting re-entry flames at 49 km? I don't see flames until I get down to 35 km. Also, overheating should never be an issue at 11 km, even if you are going 1,300 m/s.
I'm guessing you installed a mod that changes the heat system, in which case that mod did a great job at balancing the heat values.
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Banned for not banning the previous user.
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Yeah, how many kids will actually see this and be offended by it?
I'm sure it will get removed though, now that someone pointed it out.
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I just saw the Mun sandcastle today too. I'm pretty sure its chance of occurring is much lower than 1/40, that was what it was back in 0.18 or so.
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Granted, but the universe explodes because you broke the laws of physics.
I wish for 1.0.3 to come out already.
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I just want to confirm that the Mun sand castle shows up in 1.0.2 (this is a stock install):
You should probably update the OP, I'm pretty sure it doesn't have a 1/40 chance of occurring anymore.
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I think this is fake
I opened the texture file to see for myself, and there it was:
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I thought the temperature gauge memory leak was already fixed. Are you simply saying that they are testing it to make sure no other bugs appeared from the fix?
Edit: ninja'd.
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Do the forum accounts of Squad employees have moderation tools? What about the KSPTV streamers' accounts?
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The Mk. 3 Cockpit description still says the internal view is in shipping and customs, even though that's in now.
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I think it might be pipes for transferring resources between crafts and bases. It is definitely a brilliant feature that the game could use.
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I would build a massive base on Duna or Minmus that is many square kilometers in size. The base would have buildings, hangars, and maybe even a rail system for transporting Kerbals around.
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The same number of roads the man must walk up.
What is space made of?
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I agree with most people here, 40$ is an excellent price considering how many hours I put into KSP. But it might not be for someone who is new or is looking in to buying it.
There are just too many bugs and lack of polish in some areas for it to have a 40$ price tag.
Guess your post count!
in Forum Games!
Posted
I'm going to guess 274.