archnem
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Everything posted by archnem
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Help with single rotor structures/craft?
archnem replied to archnem's topic in Breaking Ground Discussion
But single-prop planes fly all the time? And I've seen screenshots of people with single-prop craft in KSP....I just want to know how they did it. I am aware that this is how physics works, but I cant make my engine off-balance to counter the torque like a WW2 fighter would. But sure, snark helps alot. -
Deployed surface experiments spamming tiny science
archnem posted a topic in Breaking Ground Support
My deployed surface experiment on Minmus is sending back .007 science at a time every few minutes. I go to check on another craft and come back to 200+ messages in queue after a few in-game hours. Anyone else run into this? -
Submarines and Boats with propellers?
archnem replied to archnem's topic in Breaking Ground Discussion
Wow! Thank you for all of this! Telling me about the static friction made me think and try again, and now the depths of Kerbin's oceans are open to me! (Well, I play with pressure limits, so as long as it's shallower than 300m). Thank you again! -
I am loving the new robotics parts, but am having some trouble. I've tried making spinning hab rings on craft, and single-prop planes and am having a real problem figuring out how to counteract the torque. I just cant seem to make anything stable without doing things in twos for counter-rotation. Those of you that are better at physics, math, or engineering than me care to give me some pointers?
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I've been playing about with BG and tried to make a propeller-driven sub. As far as I can tell, propellers don't work in water? Has anyone got this working?
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Jumping landing gear
archnem replied to JShine's topic in KSP1 Technical Support (PC, unmodded installs)
All my landers and planes are now lowriders. -
Umm...okay. Thank you for the answer. That's....not how I would have designed it. But at least now I know!
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Hey all, I wasn't sure where this question belonged, so mods feel free to move it if there's someplace better. I haven't played KSP in a while but recently got the itch. I have the Making History expansion, but under 'Community Created' I see nothing. Is this because I'm running a modded install or what is going on here? Are there just none? I was looking forward to seeing what people could come up with! I've tried searching for this issue, but can't find anything relevant. Any help would be appreciated.
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Stock Game not very fun without Delta-V & TWR readout
archnem replied to Kobymaru's topic in KSP1 Discussion
I can calculate dV and TWR with an abacus and slide rule, so therefore everyone should and not rely on a computer to do computing for them. I can also calculate orbits with a protractor, compass, and counting on my fingers, so therefore they should get rid of the entire tracking station in stock. It detracts from my fun. -
I just built a SEP on Minmus and checked to see where it resets calibration. It's definitely on scene changes, such as going back to the KSC. I have my .log file, but for the life of me, I can not figure out how to attach it to this post, and I don't think anyone wants me to just cut and paste lol. Help?!
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I do not about calibration, but I'll keep an eye on it. I have a surface mission going on atm, so it won't take much. And yes, I've checked to see if science is being added, and it is not. Only the first experiment to transmit actually adds any science (and the label changes from "science" to "data" after the first one). I'll see if I can't get you a log sometime today.
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I'm having a problem with SEP in 1.3.1 where when I transmit the science, only the first experiment to transmit transmits science. The rest say "Transmitting data....XX data added (instead of science)". Also all experiment calibrations are being reset to 50%.
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Congratulations! I was thinking about writing a couple of mods until I had one of those myself! Definitely take up all your spare time, but very much worth it!
- 738 replies
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- resources
- fuel tanks
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The three things that helped me with shuttles immensely: 1) Download the CorrectCOL mod. The stock COL marker does not take body lift into account and my shuttles were flipping and going crazy on re-entry 2) Strap a couple of jets to your shuttle. If you short the landing or need to come back around, they help alot vs. having to glide it in. 3) Place a flag west of the runway at the bottom of the hill for the runway. I name mine KSC ILS-W. Target this flag on re-entry and use as a primitive ILS system to line up your prograde marker. Also be sure to use "Surface" instead of "Orbit/Target" on the navball.
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I think this is great news. And congratulations to Squad!
- 772 replies
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- kerbal space program
- take-two
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Kerbal Space Program update 1.3 Grand Discussion thread.
archnem replied to UomoCapra's topic in KSP1 Discussion
I went through my mods one by one to figure out which ones worked and didn't with the new update. The most notable ones that didn't were MechJeb, KAS, and KIS. EVE, Chatterer, Final Frontier, CorrectCoL, Configurable Containers, KAC, Waypoint Manager, Kerbal Launch Failure, and the updated USI mods all work, along with some other minor mods. Weirdly, Indicator Lights and Aviation Lights didn't. For those of you experiencing crashes, I hope this list helps.- 465 replies
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- kerbal space program 1.3
- disscussion thread
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Just to add my .02 to the conversation: I don't see why multiplayer is such a big deal to begin with. How would it even work? And what would the point be? Crashing your ships into each other? A space race scenario? One guy builds stuff on the Mun while another builds on Minmus? A chatroom with spaceships? None of these sound particularly appealing to me, honestly. And beating Squad over the head about it is...dumb, imo. Over the years they've said they wanted to add lots of things to the game that fell by the wayside (GP2 anyone?). That's just the nature of the business. Still being listed in the FAQ, however is problematic - they should probably fix that I guess. But both MP and this thread get the same reaction from me - "meh."
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
archnem replied to RoverDude's topic in KSP1 Mod Releases
Wow that was fast! Thanks for your hard work RD. -
Kerbal Space Program update 1.3 Grand Discussion thread.
archnem replied to UomoCapra's topic in KSP1 Discussion
Try clearing your GameData folder of all mods. Module Manager crashes the game atm as well as others. No mods for you yet!- 465 replies
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- kerbal space program 1.3
- disscussion thread
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Considering Module Manager causes the game to crash (at least for me), I'm guessing the list will be quite short for now.