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Everything posted by Coga19000
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KSP Interstellar Extended Continued Development Thread
Coga19000 replied to FreeThinker's topic in KSP1 Mod Development
No, it's not lack of fuel. It happens to me literally every time the reactor deactivates, be it from lack of fuel, WasteHeat hazards, or manual deactivation.Whether I'm on the ground or in a vacuum doesn't matter either. It leaky happens every time. -
Interplanetary departing from Minmus
Coga19000 replied to Warzouz's topic in KSP1 Gameplay Questions and Tutorials
This is... not an interplanetary slingshot, though. -
KSP Interstellar Extended Continued Development Thread
Coga19000 replied to FreeThinker's topic in KSP1 Mod Development
Might I inform you of a bug I found ; I made a ship with the ICF Reactor, and if the reactor is turned on, both the quantities and maximum capacities of ThermalPower and Megajoules go to 0. This is irreversible for the rest of the flight. -
How to land giant planes?
Coga19000 replied to Spacetraindriver's topic in KSP1 Gameplay Questions and Tutorials
Depending in the wing area of your planes, cutting throttle should not slow your craft to the point of stalling, at least not immediately. And it may also be the size of your landing legs that's causing the problem ; try some larger sizes. -
KSP Interstellar Extended Continued Development Thread
Coga19000 replied to FreeThinker's topic in KSP1 Mod Development
So, I will have to use both types of radiators? That sucks a bit - but I do guess it is worth it for being able to play KSPI once again. -
KSP Interstellar Extended Continued Development Thread
Coga19000 replied to FreeThinker's topic in KSP1 Mod Development
Seems that I will have to repeat ; how does Waste Heat work with the current stock thermodynamics? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Coga19000 replied to BahamutoD's topic in KSP1 Mod Development
You have to link the Radar Receiver to a radar unit. I think it's done by right clicking. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Coga19000 replied to BahamutoD's topic in KSP1 Mod Development
I don't think so. Currently, an aircrafts RCS is calculated by taking a low res photo of the target and count the pixels ; if they are below a certain limit, the radar doesn't notice you. Stealth designs are generally bulky,and therefore should take more pixel space ; ergo, a stealth design is a of now impossible. Unless only the pixels at the edges are calculated, in which case a smooth flying wing design could possibly have a miniscule chance of evading detection- but by far not a useful enough chance to be practical, as such designs still have a pretty big surface area, and I have noticed the pixel threshold to be unforgiving at times. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Coga19000 replied to BahamutoD's topic in KSP1 Mod Development
I have already seen the tutorials. But press it longer... Hasn't thought of that. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Coga19000 replied to BahamutoD's topic in KSP1 Mod Development
Actually, I have an idea concerning radar: In not sure if it works this way in RL operations, but would it be possible to combine readings from the RWR and a radar (most likely an AWACS) to calculate the position of a ground radar in the radar screen? (I would also suggest triangulation for further challenge and realism?, but getting three AEWs out of the hangar to radar-lock a single SAM at close range is reaaaaly not worth it.) Also, the firing button doesn't seem to work for Bombs and missiles for some reason. It works perfectly fine for guns though. -
KSP Interstellar Extended Continued Development Thread
Coga19000 replied to FreeThinker's topic in KSP1 Mod Development
Just a small question ; how does the WasteHeat system (that originated pre-1.0) work with the current stock thermodynamics? -
"Mein furher, I can walk!" *runs away to save precious bodily fluids from hrpwnr*
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Coga19000 replied to BahamutoD's topic in KSP1 Mod Development
Who, me? I have never claimed to be nearly this good -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Coga19000 replied to BahamutoD's topic in KSP1 Mod Development
The prospect of doing so just gave me a kerbalgasm. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Coga19000 replied to BahamutoD's topic in KSP1 Mod Development
Even though I haven't been able to play KSP lately, let alone download the latest version of BD Armory,but let me tell you that the new features have unpressed me deeply. I do have some questions, though : 1) Is this mod or scheduled to be -RPM compatible? I would love to control my radars from the cockpit, and it would give the RWR some more use. 2) Speaking of the RWR, I can only assume it can only detect radar-guided missiles. Is there any way to detect heat -guided missiles? (Without looking at them, of course ) 3) Do you plan to include more space based weaponry? This is a space simulator, after all. 3a) If yes, how do you plan to make radar work in vacuum? Is it going to work the same way it does in the atmoshpere? 4) This is actually more of a suggestion, if I may. I noticed that the debug menu lets the radar get low -res pictures of the targeted craft. Is it possible to include it officially in the mod, if there is a realistic way of doing so? 5) Also a suggestion. Technically speaking, how hard would it be to include the option to only enable GPS Guidance if a satellite with a certain instrument on it is connected? 6)This question would probably be answered by playing the game, but since I can't, how have the new targeting mechanics affected cruise missiles? How are those fired and guided? -
Is it possible to make your own planet?
Coga19000 replied to SpaceshipFood's topic in KSP1 Gameplay Questions and Tutorials
Well, the good amount of amazingly good extra planet mods show is it is possible. Now, without being a modder... I don't think any results are going to be satisfying enough. -
Is Duna or Eve easier?
Coga19000 replied to MedwedianPresident's topic in KSP1 Gameplay Questions and Tutorials
It is all heavily dependent on the mission of the probe. If it wants a flyby, Duna is generally easier for a beginner, and hitting Ike during the flyby is much easier than Gilly- do easy in fact, that it will regularly happen even if you don't want it. On the other hand, Eve is not that harder, and it's system will generally give you more science. If it is going for orbit, well: up until 1.0, Eve was the undisputed winner because of its thick atmoshpere, while now Duna is the undisputed winner- for the exact same reason. It seems that hitting Eve's atmosphere at interplanetary speeds is a guarantee that your craft will implode in a fraction of a second. Most likely will be changed soon, but until then aerocapture is impossible - but aerobraking can still save you some Dv after initial capture. For atmospheric operations and landing, Eve is generally better ; again, if you don't burn up, you need a miniscule amount of parachutes. However, even if Duna is almost impossible to land on by parachutes, powered landimgs are as easy as on *almost* any airless body (I'm looking at you, Tylo), so it is also a good solution. Now, if you're a beginner and want a manned mission that will return home, you can simply remove Eve from your brain with a sledgehammer for now. Getting to orbit from Duna is even easier than Kerbin ; getting to orbit from Eve is going to be your crowning achievement after a year or two of KSPing. -
Mostly because the burn times are immensely long, generally too long to bother. Even though they are overpowered compared to real -life engines, 2knewtons are pitiful for KSP. Now, you can always use Orbit Manipulator (if it still works) to time warp while burning your ions, which can let you reliably use them for a variety of purposes. Without it, you can still use them- but it may test your patience. My favorite use is to get probes at Interstellar space. An unusual way to exploit their efficiency is to make a hopper for Gilly, the only body you can reliably get a TWR of more than 1 with them. In that case, a single hopper could possibly make hundreds of jumps without refueling. Finally, you can use it for rovers and ion powered planes for unbreathable atmospheres. Oh, and there is also the problem of the intense energy consumption. This is generally easily countered, though.
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I have seen things... things that could get the .... out of any man. I have seen things God never intended the human eye to see, things seemingly having escaped from the deepest dungeons of Hell. I have sen thing shuman mind can barely fully comprehend, unable to fully grasp the concept of such Lovecraftian monstrosities. I have gotten used to them, danced with them, conquered my greatest fears. And then, I saw this. And for the first time in years, I <removed> my pants in terror.
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The Apollo Applications Program: 1.0 Edition
Coga19000 replied to Whirligig Girl's topic in KSP1 Challenges & Mission ideas
Just something I realised; how do you include ballast on your test rockets? The nosecone and adapter are, IIRC, much lighter than a Mk1-2 capsule. -
The Apollo Applications Program: 1.0 Edition
Coga19000 replied to Whirligig Girl's topic in KSP1 Challenges & Mission ideas
Artemis X is up! Finally, no more playing around and tedious testing; next time's the big one! -
First of all, what kind of fuel are you using? Normal rocket tanks hold both fuel and Oxidiser - the combination needed for all rocket engines... Except for the Nerv, which only needs Liquid Fuel. Therefore, hauling Oxidiser on your interplanetary stage is basically empty weight. Secondly, the tricoupler has a serious problem when used like that ; when you attach an upside down tricoupler to four fuel tanks the way you described, it will only attach to one node, not all four of them. The oscillations (wobbling) are caused by the other three tanks swaying free. Thirdly, stick with 2.5m tanks. A 1.25 Nerv stage that can compare to a Terrier has to be absurdly long ; 2.5m can be much shorter before the Nerv is more efficient.
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The Apollo Applications Program: 1.0 Edition
Coga19000 replied to Whirligig Girl's topic in KSP1 Challenges & Mission ideas
Artemis IX is up! Next up; the program's prova generale! -
The Apollo Applications Program: 1.0 Edition
Coga19000 replied to Whirligig Girl's topic in KSP1 Challenges & Mission ideas
I already tried the gear icon, didn't work to well. Anyways, I found the solution -but thanks anyway!