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Everything posted by nhnifong
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[0.21] Hooligan Labs - Airship, Submarines and More
nhnifong replied to Hooligan Labs's topic in KSP1 Mod Releases
In the water, drag is the dominant force. put a centered fin or perhaps an intake on one end and then movement will always point that end backwards. EDIT, Actually since intakes drag changes based on the direction of travel (and in FAR, so do wings), having one on every side of your ship, all pointing inwards, should make your craft stable while moving in any direction because the intake facing most directly into the flow will end up at the rear. -
0.20 - PartTools, GameDatabase and new features
nhnifong replied to Mu.'s topic in KSP1 Mod Development
It was up when I checked. Mirror -
Online prices listed in foreign currencies are usually billed to your credit card at the day's current exchange rate plus a small percent for the card company (so forex traders won't get interested in gaming their cards.)
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if they want to do a pinpoint splashdown, might as well land on a cheap floating trampoline, just to show off.
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The war against lag: Anti-lag fairings
nhnifong replied to Psycix's topic in KSP1 Suggestions & Development Discussion
Aerodynamic refactor is the new Planets. -
Fine control (caps-lock) in KSP is useless. it just slows down the rate that the control moves to maximum. What would be way more helpful is limits on the maximum. The way it is now, you basically have to do your own pulse code modulation by rapidly tapping the desired key to hold the controls in a given spot unless you want to fly straight or turn at maximum force. It is especially necessary with the new ASAS because constantly tapping never gives the ASAS a chance to stabilize. Ideally, The limits should be variable by the user, or at least should automatically allow less range of movement depending on speed. Both attitude adjustment and steering rovers could benefit greatly from this. But of course, it couldn't hurt to have both
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changing radial part 'attach' side depth?
nhnifong replied to Tassyr's topic in KSP1 Mod Development
http://forum.kerbalspaceprogram.com/showthread.php/25040-Unity-to-KSP-A-Detailed-Tutorial -
There are things in KSP that are needlessly hard, and things which are easy. Sometimes it's hard to know what will be hard. making a balanced plane for example is far harder than most people assume. So if you run into something hard, just hang back and play with something you can enjoy for a while. come back and try it later.
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JDP also has a strut mod. So if quantum struts are causing bugs for you (which they often do) give Docking Strut a try
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changing radial part 'attach' side depth?
nhnifong replied to Tassyr's topic in KSP1 Mod Development
typical CFG file excerpt // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0 I think you need to change Z. Probably to move it away from zero. -
[0.21] Hooligan Labs - Airship, Submarines and More
nhnifong replied to Hooligan Labs's topic in KSP1 Mod Releases
Has anyone successfully mined kethane from the ocean floor with this yet? -
That sure is a cute robot
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Any idea how far downrange it will be at this point?
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Fix the Object Stretchiness
nhnifong replied to itsme86's topic in KSP1 Suggestions & Development Discussion
That's strange. KSP doesn't even have a setting to mess with FOV. Perhaps you have discovered an easter egg! -
So I'm coming into Duna hot at 2000 m/s and I'm on the edge of it's SOI. This is the place I tend to stop and move the periapsis 10 km over the surface at a latitude near my destination. But predicting the longitude of the landing site is difficuly because the planet will make several rotations and there will be 5 to 10 km of aerobraking. Can someone help me with predicting my landing site's longitude?
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press m while you're on the pad and study the map. It will be centered on KSC
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The kraken got in vab! Help!
nhnifong replied to MrPopcup's topic in KSP1 Gameplay Questions and Tutorials
Disconnect the subassembly at the upper kethane tank, set it aside, grab the pod, press space to reset it's orientation. connect the subassembly to the bottom of the pod, removing anything that's in the way and setting it aside. now you can use symmetry the way you want to, once you have all your symmetry business done, re-assemble your craft, careful not to grab anything that was attached symmetrically in the now inaccessible configuration. -
They could also leave it on a low throttle setting while they steer the first stage around.
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A new nova was discovered yesterday and is still getting brighter.
nhnifong replied to Gus's topic in Science & Spaceflight
Ah, why must it be so cloudy here :! -
I'm really hoping that they launch the MDA Corp. Sattelite with the F9R and get some cool footage of that first stage turning around and slowing down.
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Maybe this is a little off topic, but I've always wondered, Why are scientists so certain that global warming would be bad? What it turns more of Earth's land area into tropical rainforest and increases the biodiversity in those places? What if it increases the amount of fresh water and arable land available to us?
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If it's only about $20 billion for one 4GW installation, it might happen. Elon Musk would probably build the first one, just cause he though it would be cool. But if it's more like $200 billion, We'll never build one. Much cheaper to build 4GW of solar panels. I think the future of electrical energy production will continue to be dominated by fossil fuels until they are completely exhausted, with solar, wind, and nuclear picking up the slack depending on the geography and political attitude of each country.
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I'm sure you've heard it, when you've got a stack of two tanks and an engine burning that fuel, as soon as the first tank runs dry and the next tank begins, the engine makes a funny sound, and from that point on it has a slightly different timbre. I think it only happens on the last tank too, and it's more pronounced with clusters of engines. What on earth is causing this? Surely it's not some kind of feature added by squad for "realism"
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[0.22] Extraplanetary Launchpads Legacy Thread
nhnifong replied to skykooler's topic in KSP1 Mod Releases
As far as I can tell, this is impossibly currently due to a bug. You can spawn a can of ore and then quicksave, open your save, and find and replace Ore with RocketParts starting at the beginning of the last craft in the file.