smjjames
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Everything posted by smjjames
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Allista, what about my idea for a menu option (whether right clicking the hangar or the hangar menu itself) when you're driving the rover and are reasonably close to it to have it automatically pack the vehicle. That would help with not being able to drive the rover into the hangar itself.
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Idea here, would it be possible to increase the length of the winch cable? You would of course, get the penalty of the added weight.
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Multiple claws attached to the same asteroid?
smjjames replied to Tassyr's topic in KSP1 Gameplay Questions and Tutorials
Yep, should be able to with KAS. You MAY also be able to use KAS and the anchor or grabber to harpoon the asteroid, only problem is that the cables range is only 50m, so, probably more useful for keeping a craft on the asteroid and not float off if you accidentially bump it. -
has anyone calculated the "easy" Moho transfer?
smjjames replied to Laie's topic in KSP1 Gameplay Questions and Tutorials
Theres also whether you intend to stop at Moho or just fly by because you need a LOT of DeltaV to stop at Moho, and theres no atmosphere to help you brake. -
What is cd value??
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How do I get a rover back into the rover lander? I've tried driving it back in, but theres no friction on the doors, at all. I read in the wiki info for this mod that any vehicle within a certain distance is supposed to automatically go into the hangar. The hangar floor is also frictionless I believe. Edit: I actually got it in there (the ship is on a slope, which isn't helping) twice, but was going too fast for it to accept the rover. Maybe add a menu button for when you're controlling the rover, you can click on the rover lander and have it add that to the cargo? Edit2: I just noticed that the doors aren't even touching the ground, which would go a ways towards explaining why I can't get it in.
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Uh, what's a cd value? center of drag? As for the whole cd value not being realistic, you'll have to talk to ferram about that, and is the big text really neccesary? Edit: nvm, ferram answered you.
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Idea, how about being able to determine which way the bottom and forward of a vessel is without fiddling with the root part?
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What's your idea on making the rocket mode more complex?
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Only problem is that in stock KSP, there is no way outside of using docking ports to connect pieces in orbit, and docking ports don't make for stiff connections.
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Given how much more effective asparagus staging seems to be, I wonder why it isn't done more in RL? Obviously part of the answer is money, but still. @Alshain: Asparagus staging would still be useful when you've got a REALLY heavy load to push to orbit. IMO, asparagus staging is fine, but each to their own.
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I'm just wondering if there is a way to design this rover so that it doesn't flip over when I brake on the Mun? Also, ways to make it control better at higher speeds. I know I could just add more weight or just go slower, but I'm wondering if theres any design ways that can help. Part mods that I have (just for general info and to show what I do have) KAS MechJeb Hangar mod 2.0.2.2 B9 Aerospace procedural fairings
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Hopefully Squad will consider that question.
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Well, lets just see how things perform in Squads aerodynamics overhaul. I doubt they'd make things require more DeltaV to get out of Kerbins atmosphere than they already do. So, in any case, it's likely to be less DeltaV anyway.
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Less DeltaV required to get out of the atmosphere too.
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Is There A Mod That Allows You To Build In-Flight?
smjjames replied to michaelsteele3's topic in KSP1 Mods Discussions
I don't use it myself, but ActiveStruts may also apply to what you're asking. -
momentum lost during time warp
smjjames replied to D3voreur's topic in KSP1 Technical Support (PC, modded installs)
It's more of a stock thing and it can be all too easy to overcorrect. -
My rockets usually end up with a high center of lift (above the CoM), especially when I have the SRBs on.