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Everything posted by SchweinAero
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It is not going to be the yellowish-white we know and love, though.
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Sonic Boom sound
SchweinAero replied to SirNooblyOfficial's topic in KSP1 Suggestions & Development Discussion
This thread was three weeks old at the time of the OP. -
Make Jool a planet you can land on.
SchweinAero replied to sirgoodman's topic in KSP1 Suggestions & Development Discussion
I'm ambivalent about a landable (solid?) core, but I'd welcome a change to get rid of the unsightly inky void of explosions. Nothing fancy, maybe just an ocean with extreme temperature and density. To make it harder to reach and more mysterious, the lower atmosphere should be hot enough by itself to vaporize almost any stock craft. -
how to mount multiple engines?
SchweinAero replied to Invader Jim's topic in KSP1 Gameplay Questions and Tutorials
If the engines are surface-attachable, as many are, you can mount them onto the tank directly. If the engines are not surface-attachable, they will simply fly through the tank when you hold the mouse close to it. In that case you will need a proxy part that has an open node. The Radial Attachment Point in the tab Structural is a common choice. -
My explanation for dark matter. It's that simple.
SchweinAero replied to MedwedianPresident's topic in Science & Spaceflight
Fascinating, thanks for the writeup. I'm not familiar with any comparable hypotheses or research into them, but there are maps that show tentative distribution of "dark matter" within our universe, correct? In that case, 1) would it be possible to come up with plausible mass distributions for 'nearby' 3D spaces such that total accelerations in the observable universe match what is seen? 2) could we try to find the "plane distance" that makes those distributions most similar to the one in the observable universe? Assumption of shared physical laws as in the OP. -
Thank you for being one of the rare voices of experience in this kind of thread. To everyone else: If you have a concern about multiplayer and haven't tried DMP yet, please, I beg you on my knees, do. It's not perfect by any means, but knowing our best current option will sharpen your questions immensely. It will also lend credibility to your thoughts.
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If you feel serious about the future of your space program, then it seems KSP has succeeded with you. You are immersed in and thrilled by the very questions that surround real space travel. I think that feeling is one of KSP's greatest gifts. Also, remember that the timing of the mission is completely up to you, and this is good and just. KSP is a tool for you - not the other way around. If you are concerned, do other things. Eventually your curiosity about the outcome will overwhelm your anxiety, and that is when progress happens.
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Thank you! Every part and function here is bone stock. The trick is that the authority limiter also affects how far the surface deploys: crank that up to 150 and then keep the elevon permanently deployed while switching deploy direction, and you'll get almost 90 degrees of rotation. It's only too bad no control surfaces are longer than they are wide, or this could yield pretty good WW2 naval fighters.
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This is an experiment in folding wings without multi-part hinges. Switch the deploy direction of the Big-S Elevons to toggle them up and down. The craft will take off at 40 m/s and land safely at 100 m/s on level terrain. Also includes a radioisotope generator for infinite roving range. Craft file on KerbalX
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EVA Fine Controls
SchweinAero replied to natsirt721's topic in KSP1 Suggestions & Development Discussion
I support this, if only for the ease of getting pretty screenshots while maneuvering around a station. But I used to have KAS too, and getting any work done in orbit was an excercise in timing before the poor kerbal drifted out of range again. We have no way of anchoring ourselves to a module, so fine jetpack controls are the bare minimum to ask for. -
Then how about taking it one step further, and co-opting the closest approach markers to show where your orbit passes closest to the targeted one. Time doesn't need to be considered at all. Then you could judge the apsis match of your Hohmann using those and the velocity match using the imaginary vessel. Mostly devil's advocate, I find the current procedure easy enough.
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If you selected an orbit as a target, where would the target direction marker point? What would your relative velocity with a stationary path be? Though this does make me wonder about another scenario. Imagine targeting an orbit and, from that moment, seeing navball markers as if the closest point to your vessel on that orbit was a normal spacecraft. A new closest point chosen for each frame, and its "orbital velocity" calculated from the properties of the orbit. Would this help with something?
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SAS: Hold Horizon
SchweinAero replied to MajorNr01's topic in KSP1 Suggestions & Development Discussion
I support supporting this. Are there any people who support not supporting this?- 137 replies
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The two NoNameShips servers reliably have people playing most of the time. There's a stock one and a a heavily modded one with near-future parts, weapons and robotics.
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Локализация KSP: обсуждение русских названий.
SchweinAero replied to Enceos's topic in Russian (Русский)
Почти все англоязычные ютюберы произносят Gilly как [gɪɫɪ], то есть, "Гилли" или "Гиллий". Кроме того, "дж" фонема не очень русская. -
Possible Solution to the Multiplayer Issue
SchweinAero replied to Tex's topic in KSP1 Suggestions & Development Discussion
In my humble opinion based on experience, this suggestion (which has been called the "warp drive" approach to multiplayer) has some merit because it avoids making several desynched universes. On the other hand, it might wreck Delta-V requirements - something DMP-style subspaces never do. Edit: Let's say I'm orbiting Jool prograde at Laythe's altitude, directly opposite Laythe. I want to get to Laythe where another player has a station. With the suggested system, could I simply go to medium timewarp until I catch up with that moon, without doing any maneuvers? Under DMP, I would make my maneuvers while warping freely, and after I entered Laythe orbit, the other player would click a button to synch up with me and make the station tangible to my craft. -
It looks like the glitch showcased in this video, so it's at least present in stock KSP. Did restarting the game fix it? https://youtu.be/h2ZXP8Dr-IE
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Are multi-stack rockets possible in the demo version?
SchweinAero replied to C128user's topic in KSP1 Discussion
As the saying goes, check yo staging! Before heading to the launch pad, make sure your staging groups (right side of screen) are correct and in order. They will trigger with each successive spacebar press from the bottom up. -
You can even launch a craft already full of ore, refine it all into monopropellant, recover it and still profit. Has anyone made a systematic comparison of Funds to Earth currencies? I foresee game balance causing some weird values, like a chunk of pure steel costing more than a similarly sized computer or sensor full of electronics.
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@Abastro and anyone intending to build an efficient propeller plane: First off, you can have smooth blade pitch control by setting your propeller blades to Deployed and using the authority slider in flight. Second off, though, my experiments tell me that 45 degrees is the ideal blade angle. Regardless of craft, altitude, or velocity, changing the blade pitch to anything other than 45 degrees just slows the plane down. Anyone else getting the same result? I'm having a hard time believing this, but it might just fit KSP aerodynamics.
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1502: The wall is covered in pictures of a moon being mined out. Some parts vaguely remind you of something.