SpaceMouse
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Everything posted by SpaceMouse
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If your building a multi-stage rocket and it starts underwater, ALL the stages are going to need to deal with the extra pressure. that's more mass for everything. Even if your not bringing everything extra with you. It would probably be more effective to load the rocket in a giant slingshot. XD
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An interesting idea but, as others have pointed out the extra mass of making a rocket that can go underwater and catapult itself out would FAR outweigh one that just does a normal surface launch. The drag in water alone is several times higher. The closest to this idea that has been considered is something like jet-launched rockets that already get it out of the majority of the atmosphere. There have been concepts before for blimp-launched rockets before but, blimps and rockets are kinda polar opposites, rocket-fuel is absurdly heavy, and i don't think blimps/airships have a boyancy ratio much greater than 1 so you'd need something probably city-sized to even get something like a Falcon 9 off the ground.
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If only everything we thought of stuck with us...
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Steering wheel peripheral devices?
SpaceMouse replied to Tricky14's topic in KSP1 Gameplay Questions and Tutorials
I feel like at least in the context of KSP a joystick or gamepad would serve you better. Now, if you went out and bought Asseto Corsa, I'd totally recommend a good 900° wheel. -
Münwalk - Walking in Artificial Gravity
SpaceMouse replied to nubeees's topic in KSP1 Mod Development
Old KSP versions used to have physics issues with it. a rover wheel would randomly explode when it touched it. Updates seemed to have fixed it.- 30 replies
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Steering wheel peripheral devices?
SpaceMouse replied to Tricky14's topic in KSP1 Gameplay Questions and Tutorials
Meant for other stuff like planes and rockets. I mean, If you really wanted to use it as a sim, throttle and brake should have a propper axis too. but i don't know if KSP supports that. -
Steering wheel peripheral devices?
SpaceMouse replied to Tricky14's topic in KSP1 Gameplay Questions and Tutorials
I've never even tried using my wheel in KSP. Rover physics feel to arcadey to me for it to serve any meaningful purpose. I think a Joystick or Xbox controller might be more useful. A wheel only gives you fine control of one axis. -
Münwalk - Walking in Artificial Gravity
SpaceMouse replied to nubeees's topic in KSP1 Mod Development
https://spacedock.info/mod/764/SpaceMouse's very alpha parts pack The part needs to be set-up radially with 8 way symmetry on a few support parts. The mods outdated but it used no plugins so it shouldn't make any difference.- 30 replies
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Münwalk - Walking in Artificial Gravity
SpaceMouse replied to nubeees's topic in KSP1 Mod Development
I literally made a part to test rovers with instead of giant rings made from hundreds of structural plates should you want to use it. Might help.- 30 replies
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Ahhh, I didn't realize there was any issue with small wheels in game. Haven't actually tried making any wheels yet.
- 205 replies
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Missing Fuel Tank Adapters
SpaceMouse replied to Zosma Procyon's topic in KSP1 Suggestions & Development Discussion
You can just setup a .cfg for the adapter that contains fuel. All you need is notepad and the rough math to get the correct amount of fuel. -
There's a lot of debate to if the human eye can really detect anything above 60FPS. Some will claim 30 is the human eye limit. Personally, i feel like i can tell the difference between 60 and 90 but, it's gets harder to perceive the higher you go regardless.
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Münwalk - Walking in Artificial Gravity
SpaceMouse replied to nubeees's topic in KSP1 Mod Development
I've done this with rover's in a centrifuge before. don't remember how well a Kerbal fared...- 30 replies
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You could probably split it into new tiny parts if you wanted to. Something just big enough to hold a single gravioli detector. XD
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So I fiddled with making a pretty RCS thing today: I wanted it to clear the side of it so I can't move it in any really. Not really sure what to do with it's mounting arm though. You can also sort of see my update to the collector grid arm. There's a very temporary hangar over the airlock but I don't like it and it's getting deleted. Thoughts? On any of it?
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If you just want to adjust the scale and minor details of something than yes. You could change the texture too if you want without needing to learn Blender and Unity. That requires a photo editing program though.
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Tweakscale aside, if you wish to do your own setup you can duplicate a cfg for whatever you want a small version of and just adjust the rescale factor and ID and the other details you want to change.
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Reminds of of the Scimitar from Wing Commander. https://www.wcnews.com/news/update/11613 I Always had a weird obsession with that ship. Wierd, cuz it was probably the worst one in the game.
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Is it a bit concerning all the Kerbals have the same surname.
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How to set up a solar panel in Unity?
SpaceMouse replied to Leo Wang's topic in KSP1 Modelling and Texturing Discussion
Yeah, You just need a empty with the axis pointing the correct direction and named appropriately. I think you can do it in Unity by creating a new gameobject within your part. -
KSP inspired me to design a liquid-fueled rocket engine
SpaceMouse replied to ap0r's topic in Science & Spaceflight
Very cool project. I always wanted to take a turbocharger and convert it into a turbine, I kinda lack the time or skill though. XD -
So I've been fiddling with this design for a while, mostly because @FreeThinker requested a new Bussard Fusion torch-drive for KSPI. Well, now Everyone gets a whole massive ship. lol It's very WIP. I've changed some details from the original concept blueprint for practicality sake. Primary changes include radiators at the front and back, a pair of docking ports, and a 'command tower' at the bottom. I haven't quite figured out the scale yet but, it's probably gonna easily be 900m. I'd like any input or opinions.
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I have a huge problem
SpaceMouse replied to Playy's topic in KSP1 Technical Support (PC, unmodded installs)
That's not really a lot of information to go on. KSP Version? Mods installed? Add or delete any recently? Sounds like a mod may have broken. -
Yeah, i saw the 2.0 post but, hadn't specifically seen anything related to new DLC. Figured that was the case. Thought i might have missed something.