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KSP2 Release Notes
Everything posted by JTpopcorn
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Resource Mining - Impressions and Questions
JTpopcorn replied to Bobe's topic in KSP1 Gameplay Questions and Tutorials
Hey everyone wings make very good radiators to cool you crafts. Remember heat flow is currently conductive, and heat can be radiated. -
Cost of different fuels.
JTpopcorn replied to Wjolcz's topic in KSP1 Gameplay Questions and Tutorials
While you will make money either way, Karbonite makes a processing station a waste as the Karbonite has more mass then the fuel it produces. One of the things people liked about kethane was the logistics of transporting the mined resource to a station for processing, which with Karbonite, is a waste of fuel and money. This is due to Kethane converting into an equal or higher mass of LFO making it more efficient to transfer as kethane rather than LFO. So overall, yes you can make money either way but one method will be far far better than the other. -
I nominate Hatbat Hatbat for Best Artistic Channel and Macey Dean's as the Best Video Overall for simply being an end of a great series as well as the last "full' video from an amazing Youtuber
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Decoupled docking port just wobbles
JTpopcorn replied to THX1138's topic in KSP1 Gameplay Questions and Tutorials
After decoupling there is a breif period in which the magnets disarm and the satellite should have no problem escaping. -
One thing on Karbonite, if it is used it is more effecient to convert on the ground rather than on a station however I think this will be changing. Using a low gravity moon will be the best way to get fuel to your orbiting megaships. I suggest reading the Kethane or Karbonite threads.
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Some questions about SSTOs.
JTpopcorn replied to panzer1b's topic in KSP1 Gameplay Questions and Tutorials
With the delta v weight and twr requirement this looks like it may be hard to pull off. Just a question why not use the carrier to transport it? -
Getting a Specific Contract
JTpopcorn replied to mjmcooke's topic in KSP1 Gameplay Questions and Tutorials
Yup you can actually create completely custom missions just make sure you use something as a guide so it actually works. -
Big big big big big big trouble
JTpopcorn replied to AlextheBodacious's topic in KSP1 Gameplay Questions and Tutorials
BACK UP YOUR SAVE! Protect your progress from the mighty patcher. -
Can an decoupler be recoupled?
JTpopcorn replied to benburch's topic in KSP1 Gameplay Questions and Tutorials
You could also use the claw that way aiming to dock isnt important. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
JTpopcorn replied to BahamutoD's topic in KSP1 Mod Development
If anyone was wondering the range of the cruise missiles in FAR appears to be around 40km, however they can glide for around 10km -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
JTpopcorn replied to BahamutoD's topic in KSP1 Mod Development
I'm pretty sure he means Kraken bomb, as in an explosive that breaks game physics and uses the glitch to destroy things. There are a good amount of Youtube videos with different versions of the Kraken weapons. -
Hyperedit would work if you wanted to use only first tear things and be limited by part count. Its not the launching thats a problem, its unlocking things that arent unlocked or not spending money.
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Technically you can switch save modes by going into technical stuff in the persistent.sfs(use notepad) version = 0.90.0 Title = Messing Around (SANDBOX) Description = No description available. linkURL = linkCaption = Mode = SANDBOX Sandbox is simply switched to CAREER I recommend starting in career so contracts dont get bugged, switching to sandbox launching, then switching back to career. You should also see lots of other things you can change. Thats all, JT
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What I have actually done (stock no KAS) is use the asteroid claw to attach a skycrane to modules. This allows me to move pieces around. However with KAS I am sure there is an easier way where direct docking is non neccessary.(Winch)
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What the heck is this?
JTpopcorn replied to CaelumEtAstra's topic in KSP1 Technical Support (PC, modded installs)
There is a null reference exception in your output being caused by planetshine. Also Active texture management was having problems loading MkIV parts. NullReferenceException: Object reference not set to an instance of an object at Clouds.Clouds.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) You did find the problem though. However as I am kind of a newb to this aspect of the game I have no idea what to do after I find a problem. Also this is most likely a problem due to mods not a bug.