-
Posts
324 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by TheXRuler
-
Well to be fair most games don't get anywhere near as much content after "release". I mean the work squad is doing is frankly amazing, heck they even want to update to the new version of unity and I have never heard of dev's actually upgrading to the next generation of an engine without calling it a new game and wanting full price for it again. Many games actually push out expandalones that contain fewer new features (eg Borderlands Pre Sequel and Saint's Row IV) so maybe cut them some slack. I know it's frustrating and I really do understand that it annoys people but nobody is forcing you to use the new upgrade and personally I am just happy they don't bring all this stuff out as DLC's. Also fireblade, glad if we could help you
-
Well it's a little hard to tell but that definetly looks like a CoM vs CoL issue. What might help us help you is posting some editor screenshots using [thread=35996]this nifty little plugin[/thread] basically it displays wet CoM vs. dry CoM. Absolutely essential when building airplanes (of course you could just drain fuel manually but why make things more complicated huh? Also, oncce you have verified that Com dCom are relatively close you might want to bring up the fuel displays for every tank so that you can make sure it drains fuel evenly. If it doesen't try [thread=25823]this wonderfull piece of coding goodness[/thread].
-
Nice, thanks a lot.
-
Sooo I have been wanting this mod for ages and one question remains. How does the resource production for this mod work? Or more precisely, does it use the same resources as USI's MKS/OKS? Or would having both be completely reduntant?
-
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
TheXRuler replied to sirkut's topic in KSP1 Mod Releases
Oh lord your new trailer is absolutely amazing, you just convinced me to screw any mods that don't have 1.0.4 compatibility and start a new game -
parts [1.2] Karibou Expedition Rover [0.3.0]
TheXRuler replied to RoverDude's topic in KSP1 Mod Releases
Oh man my main problem is that the forum won't allow me to give you enough rep -
Fuel Transfer Problem
TheXRuler replied to moldypotato1337's topic in KSP1 Gameplay Questions and Tutorials
Never heard of this particular issue, but a nice little plugin by name of TAC fuel balancer will solve your problems and more -
How do you land a spaceplane?
TheXRuler replied to uncle_jew's topic in KSP1 Gameplay Questions and Tutorials
Get a nifty little plugin mod by name of RCS build aid. That will display your CoM and your dry CoM, get those markers to match ( or at least close together) and you should be fine, also, balance your fueltanks out before reentry or find a tank configuration that is relatively stable. Again a nice little plugin to make that faster and easier is TAC fuel balancer -
What Empiro said. Basically it's the same procedure as when docking in Kerbin orbit. The main problem is that a Solar orbit is so big (simplifying things here) that your encounter is going to be FAAAAAAR more sensitve to any change. If your craft isn't too heavy (with large fexible craft rotating can cause several hundred km of deviation) you could try thrust limiting your engines to like 2% for more precision. Alternatively use RCS for very precise manouvres.
-
I know I know I shuold get the new version (believe me I want to) but since Kethane seems to be discontinued, and please tell me if I am mistaken here, I am currently unable to upgrade since I still have ships with those parts on missions. My "problem" is this. I just built an SSTO craft for laythe [insert smugface] using an aerospike. While testing on Kerbin I discovered something veeeery weird. As soon as I had finished my circularisation burn in LKO the sound and animation for the Aerospike changed (like I was running at 50%thrust) and it stopped using Oxidiser Oô I mean ... right? xD And while this might be a very usefull exploit if I am able to reproduce it I have absolutely no explanation for this behaviour. Has anyone experienced this? Is it a known .90 issue? I have certainly never heard of it ^^
-
Near Future mods: pros and cons
TheXRuler replied to Clear Air Turbulence's topic in KSP1 Mods Discussions
Well, I am not quite up to date at the moment but the near future series definitely used to be rather overpowered. If what you want is just a wider selection of tanks and engines I suggest getting KW rocketry and/or procedural tanks. KSP interstellar gives you rather largeselection of future technologies with the added benefit of them being rather well balanced for example you can use thermal rockets but you will need to supply huge amounts of power for them to be actually useful they will hell ever let you switch fuel types and provides potentially amazing specific impulses. same thing goes for atmospheric turbo jets which can actually run off atmosphere not even using any fuel which can of course be very helpful for single stage to orbit vehicles built for example for Eve. however for them to provide any kind of decent trust you will need vast amounts of power and as you can probably imagine nuclear reactors that provide enough power for these methods to be feasible are very very heavy being in excess of 40 tons. If however you don't mind I see no reason to not use the near future technologies - - - Updated - - - You might also want to take a look at FASA. That provides provide another huge selection of engines and tanks -
He means land on the Moon. As in Real Scale Solar System where your "kerbin" orbital velocity is ~8km/s Edit: Kerbin's moon is called "The Mun"
-
Twin Boar engine in cargo bays?!
TheXRuler replied to Arugela's topic in KSP1 Gameplay Questions and Tutorials
Parts on the same vessel never collide (that I am aware of) however some veeery bad things can happen if one of your clipped parts becomes detached so beware -
Can I turn off smoke effects?
TheXRuler replied to maceemiller's topic in KSP1 Gameplay Questions and Tutorials
Nice! Glad I could help :3 -
Can I turn off smoke effects?
TheXRuler replied to maceemiller's topic in KSP1 Gameplay Questions and Tutorials
Mhhh well I don't know exactly but you could try looking through the config files for settings that arent available ingame. Apart from that I would think a plugin would be the way to go, although I don't know whether anyone has made one for this purpose, sorry. -
Mhhh land on tyloo successfully and return, for bonus snacks make the lander SSTO so you can refuel in orbit and reuse it. Or: Successfully land an asteroid on Kerbin without breaking it, for bunos snacks get it on the KSC peninsula
-
Ill just repost my old post here, feel free to ignore anything irrelevant, I'm currently using a mobile and editing so much text on such a small screen is a huge pain May not be my best lander but it's the only fully stock one and it has oodles of dV. Maybe you can learn some interesting things from this note that you could significantly improve the dV by adding fuel lines to the last stage
-
Should Ablators block air and heat?
TheXRuler replied to Arugela's topic in KSP1 Gameplay Questions and Tutorials
Not sure but FAR does something like this I think -
Eve biome hopping strategy
TheXRuler replied to fourfa's topic in KSP1 Gameplay Questions and Tutorials
Well if you are considering mods, check out KSP-Interstellar extended. That gives you a nuclear turbojet to use atmosphere as fuel, but with beamed power (microwaves) you don't need to carry the power generation with you making the system a lot lighter. Also, thrust depends oon how much power you can put in and is essentially only capped by your radator capacities (waste heat) -
Well try building a spaceplane out of regular tanks, without massive clipping that will just look weird apart from that mhhhh, there are no other 1.25m crew tanks and no proper cargo bays. Also the parts work well for spaceplanes since as you said they are in the atmosphere longer (subjecting them to more heating). Apart from all that they just work, the ISP of the airbreathing engines is just so much higher but I guess if you were really minmaxing things the regular tanks might make a small difference. Assuming all your data is correct - - - Updated - - - Also if I am not mistaken (and I may well be) rockets are actually more flimsy than aircraft IRL as well since they only have to cope with forces along one axis whereas the plane has lift and drag and it has to deal with both
-
Some help with my "basic" shuttle design?
TheXRuler replied to samsunix's topic in KSP1 Gameplay Questions and Tutorials
If what empiro said is indeed the cause then the tac fuel balancer will help you. -
Where do I go on the tech tree next?
TheXRuler replied to JackBush's topic in KSP1 Gameplay Questions and Tutorials
I almost always do it like this. While sitting in the bus or sth I come up with some crazy *** mission plan and then I spend the next few days 'building' craft in my head, trying to figure out a solution to the more complicated construction aspects. Once I have a rough idea of what everythings gonna look like and which parts I'll need I fire up ksp and check what parts I have available to me and unlock anything I don't have. I currently have like 2250 science points sitting around unused xD -
Space plane Frisbee's at low speeds need help
TheXRuler replied to jj5437's topic in KSP1 Gameplay Questions and Tutorials
Well say I need to make a 45 degree turn. I'll roll the entire 300 tons by ~70° and then pull up hard. That big*** spaceplane can pull like 4g's when subsonic. Really usefull for decelerating during reentry. (it really was rather ambiguos )