-
Posts
355 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Coga19000
-
[AAR] The Grand Tour - Voyage To The Planets
Coga19000 replied to czokletmuss's topic in KSP Fan Works
Good Kod, that story... So many twists and turns that my personal Tropepedia sat on its thumbs... So deep and thourough character development... And that ending. I am mind blown. Completely, utterly. I have no words, for all words can do is insult this piece of work. Exquisite. Truly exquisite. -
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
Coga19000 replied to AlphaAsh's topic in KSP1 Mod Releases
Just aksi', are those lauch sites collision-dynamic (destructible)? Having an aircraft carrier to kill would finally put soem real use to my BD Armory.- 2,488 replies
-
- launchsites
- bases
-
(and 1 more)
Tagged with:
-
I second -or fifth, actually - the FPS drop. The KSC seems to cause the greatest struggle in the graphics cosole -though the errain generally sems to need more energy too- , and moving the camera to look at the vehicle and skybox has a solid 65 FPS. No mods installed, I did use ATM or 0.25. That's prety odd with it, actually, as the x64 bit version of ATM doesn't work with my 32 KSP -which may sound reasonable, but it did work with 0.25 x32 bit KSP!
-
Have you ever had a non-intentional collision in orbit?
Coga19000 replied to PTNLemay's topic in KSP1 Discussion
I have turned off Persisent Debris. My computer is slow enough as is -
[1.12.x] Chatterer v.0.9.99 - Keep talking ! [20 Mar 2020]
Coga19000 replied to Athlonic's topic in KSP1 Mod Releases
Well, thank you for that link. I'll give Fractal some more time, and then I'll be trying it out. I'm so anxious to try tehe new Mk. 3, but I can't give up faith on Fractal! Hnnnng! And when you talk about ogg, I don't really get what you oh my god now I get it -the sounds don't come prepackaged do they. I'm such an idiot Could you help me on how I an get some?- 751 replies
-
- communication
- chatterer
-
(and 1 more)
Tagged with:
-
[1.12.x] Chatterer v.0.9.99 - Keep talking ! [20 Mar 2020]
Coga19000 replied to Athlonic's topic in KSP1 Mod Releases
I am already using this version. I know because I was trying to use it before 0.90 came out. And right though you are, I got one word for you: Interstellar.- 751 replies
-
- communication
- chatterer
-
(and 1 more)
Tagged with:
-
[1.12.x] Chatterer v.0.9.99 - Keep talking ! [20 Mar 2020]
Coga19000 replied to Athlonic's topic in KSP1 Mod Releases
Why is it not working?!?!? Whatever I have tried, it just doesn't work. Everything loads normally, no "incompatible version" messages, and the setings menu works perfectly. But no bloody sounds. Why? (I'm using boh KSP and Chatterer version 0.25)- 751 replies
-
- communication
- chatterer
-
(and 1 more)
Tagged with:
-
[0.90] Kerbin Shuttle Orbiter System v4.13
Coga19000 replied to helldiver's topic in KSP1 Mod Releases
Can the Orbiter hold 2.5m cargo? -
How can one overwrite a game progress on his Google Play account?
Coga19000 replied to Coga19000's topic in The Lounge
Already tried, linking devices requires signing up to Google Play first. And no, my base is not saved to my Google Play aiccount. Amother level 1 is saved instead, and evermore I sign in it asks me to replace the first With the latter. -
I have a pretty nifty Clash of Clans base, which because of my stupidness did not assign to my Google Play acount. Then, when I downloaded it to my tablet, which was connected to my account, it created a new base. Now, everytime I try to link the mobile base to the tablet one, the acount threatens me to overwrite my good base with the new one. Seems like all I can do now is delete he Clash of C;ans progress off my Google Play account. However, I found no way to deleting the progress of only one game rom the account. Do you know a way maybe? Oh, and in case it is not possible, I have thought of a desperation measure; what if I got all of my progress excpet for the Clash of Clans one at a Helium account, then overwrite ALL progress from my Google Play (that is possible for sure), then transfer the data back into my account?
-
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Coga19000 replied to Starwaster's topic in KSP1 Mod Releases
I highly doubt that his mods change the behavior in any way. Actually, in one episode, he did modify the reentry baked to allow a probe to reenter at 25Gs...- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Coga19000 replied to Starwaster's topic in KSP1 Mod Releases
Oh, I didn't know. So, any changes from there?- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Coga19000 replied to Starwaster's topic in KSP1 Mod Releases
It is a pretty new video ;I doubt that it was published more than 3 weeks ago. And as his spaceplane spent a lot of time in a TWR of led than one (Using one DT-Vista from the Interstellar Mod), I don't think he experienced enough gs for them to accumulate enough.- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Coga19000 replied to Starwaster's topic in KSP1 Mod Releases
No no no, I myself had no problem with g-forces ; I always keep my TWR at 1.24 to save fuel, and the Trajectories mod helps me find nice clean 2.5g rides back to KSC. However, as I aforementioned, Scott Manley had his Kerbals dying from a (at least I think) non -lethal crash, and that kind of unnerved me. Check the second to last episode of Interstellar Quest.- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Coga19000 replied to Starwaster's topic in KSP1 Mod Releases
My only complaint about this mod is the very low G tolerances. In real life, the duration of the accelerating is more important than intensity -according to Wikipedia, "a hard slap to the face may briefly impose hundreds of Gs locally but not produce any real damage" With your mod, 2 seconds of 15Gs is automatically fatal ; I will not forget Scott Manleys Kerbonauts dying from split second acceleration exposure.- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
1. When in doubt, organise. Even though making a dedicated launcher for each payload with strictly calculated Delta-V may cut down on funds, but is time consuming and prone to human factor mistakes. Create a lifter stage that can reliably, cheaply and efficiently lift up to a certain ton threshold, then make it a subassembly. If you now use the save files for the payload only, you can mix and match, but this means you cannot directly access craft from the launch pad. Also, remember to upgrade your lifters as you unlock new tech nodes for increased performance. 2.Reusability is key to a successful space program. Solid rocket boosters are dirt-cheap and therefore more expendable than liquid ones. This is also a reason to be simple and cheap to your lifter stages, as the debris despawning distance makes any recovery attempt futile, so don't even try getting parachutes on those (however, this can be averted with the StageRecovery mod) Now, if you're somehow blessed with the talent to easily make anything close to SSTO rockets or even spaceplanes with a respectable payload capacity, you have won half the game (you of course can't use SSTOs to lift everything, but the average mass of most versatile enough modules is around 8 to 10 tons) 3. If you want maximum efficiency, always have a TWR of just over 1 while ascending via throttling down. It will ensure you don't get any drag losses from the atmosphere. However, this can take a while, if you don't have my patience, either check out a spreadsheet with terminal velocities at each height, or at least always keep the TWR to less than 1.5. 4. Be conservative in your parts tests.On landings, make sure you are firmly attached to the launchpad with Stabilisers which you must not detach for 100% recovery rate. On flights, forget role 1: everything must be customly calculated to make sure the part gets at minimum altitude x with minimum speed y. On the other hand, orbital tests only specify the altitude, not the velocity, so it's easier to calculate how to get them up there efficiently -you might even want to incorporate them with something else you want to do, like using a Poodle test to go to the Mun.
-
Well, if you feel confident enough to attempt doing it and not falling miserably, it saves a ton. Haven't done it myself, but I've run the numbers while watching Scott Manley videos But I don't see why the Mech Jeb rendezvous method is such big a deal. I've been using it to compensate for my broken hand, and it works like a charm in rendezvous.
-
Oh, I meant idea. Stupid auto correct. And yeah, that was exactly what I was thinking of. However, I was not sure if Thermal Turbojets had the power to get a Plasma Engine, a Reactor and any useful payload to suborbital speeds. If it is possible, then I'm actually going to go on with my project. Thanks!
-
I can't really find the usage of more advanced reactors, other than them being cooler of course. My prototype warp craft uses a sole 2.5 m Aeglettes Fission Reactor to power two Alcubierre Drives, and a Science Lab that reprocesses nuclear fuel and conducts research. I don't even need a fusion reactor, let alone go on the Quest for Antimatter.