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KSP2 Release Notes
Everything posted by selfish_meme
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A 1/3rd scale replica of the Space Shuttle, it can put a small payload in 100km orbit and is cute as a button. It is quite easy to fly, set throttle to 90% stage main engines and then stage clamps and SRB's. Use a normal rocket ascent profile keeping the orbiter underneath. Stage the SRB's when they are empty and roll the orbiter on top, continue to apoapsis. There should be enough fuel in the main tank to circularise. If you are of the more computer controlled orientation Mechjeb can do it for you, except the only pilot input is to roll the orbiter on top after the SRB's jettison, set limit throttle to 90% before beginning. Landing is almost as easy use your OMS to set your rentry vector and keep the orbiter pointed prograde with a 30-40' AoA, it's useful to have some mono left so the cockpit mono is turned off by default, you should turn it on now. It glides quite well but avoid large manoeuvres at speed. It is a ton of fun to fly, so download it and get on with it. Download A video of a Mechjeb controlled launch
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It's working fine for me OpenGL, Ubuntu 15.10, 8x antialiasing, the HR pack was missing clouds was it yesterday or the day before, UR and MR were working properly.
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[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
selfish_meme replied to Claw's topic in KSP1 Mod Releases
Yeah CKAN does not show the 1.05 update at all when filtered by compatible (default), it just shows the old 1.04. Probably why the confusion around the new version. -
Me too, someone already has a support request in for it.
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totm june 2018 Work-in-Progress [WIP] Design Thread
selfish_meme replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Ha HA! my first working shuttle, 1/3rd the size, three times the fun! That was fun, it's a great glider, it got a little hot coming in even at almost 40', I was overshooting the runway and tried to come in too steep or I would have nailed the landing. The intakes at the back have a couple of puff puffs each for OMS. No cargo this trip but I kept it throttled back to 85% and I circularised with the tank and then ejected it. The vectors a bit twitchy at the end when things are light. -
totm june 2018 Work-in-Progress [WIP] Design Thread
selfish_meme replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Coming along nicely, you know with some pontoons that HE could be a HE115 as well. The comet is so cute I want to hug it. Speaking of cute and cuddly, 1/3 scale shuttle -
Azimech's collection of slightly used squad cars.
selfish_meme replied to Azimech's topic in KSP1 The Spacecraft Exchange
Whats controlling the other car? -
Someone on Reddit already did
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{AMRSD} Convair F2Y Sea Dart
selfish_meme replied to Mad Rocket Scientist's topic in KSP1 The Spacecraft Exchange
Hydrofoils work fine and you can land at up to around 80m/s if your vertical speed is very small. Nice job, I had heard and seen pictures of this craft before. I also had a good idea for your star wars reproductions, the Juno would be great for Lukes Landspeeder. -
totm june 2018 Work-in-Progress [WIP] Design Thread
selfish_meme replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Full ore tanks and i-beams are about the only things that sink. MK3 parts are very bouyant, don't even bother. I made a small sea base a few pages back with docking ports pointed up, if you had some upward firing jets you could push your sub down onto it. The torpedo progress has increased exponentially with the new update -
Part of the problem with hinges is avoiding code loops, like what if you connect two docking ports via a hinge. There are a lot of gotchas to be wary of, thats probably why they have not done it yet, just getting the basic game to a finished state has been a long progression.
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You can make a lot of them yourself for sharing like I did, use hyperedit to put an asteroid on a collision course etc.
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I like the idea I had for the Dunatian in my sig as far as making it interesting, a pretimed scenario where you have to complete a task before making a rendevous. I found a normally tedious rover journey much more engaging once I had some time invested and there were consequences involved.
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KSP's memory problems are due mostly to Unity and not really Squad's fault. All the stuff you talk of adding takes more memory, guess what? Bouyancy does not take memory.
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[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
selfish_meme replied to Claw's topic in KSP1 Mod Releases
MOD is the special modifier key for your OS, in Windows I think it's Ctrl, OSX it's ALT/Option and in Linux it's right shift.