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KSP2 Release Notes
Everything posted by Xyphos
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I've finally joined SpaceDock, released 2 small mods
Xyphos replied to Xyphos's topic in KSP1 Mod Releases
it's for flight, and yes if you edit to 45, it will snap to 45 degree angles. just don't touch the 98 or you may run into problems getting it to dock. I made it 5 degree angles so if you build a full modular prototype and launch it in sections, it's possible to snap the angles to exactly the way you had your prototype built. the mod is public domain, I don't care what you do with it, so edit however you see fit. -
I've finally joined SpaceDock, released 2 small mods
Xyphos replied to Xyphos's topic in KSP1 Mod Releases
ok, I added descriptions, it seems SpaceDock doesn't show them on their page? -
http://spacedock.info/profile/Xyphos kOS for All! - Adds kOS scripting to all command pods, no need to add non-stock parts to your vessel. (requires kOS, obviously) SnapDock - Applies angle snapping to docking ports; docking ports will now align in increments of 5 degrees, similar to that of the vessel editor. no more crooked orbital builds that wobble out of alignment!
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What's a Dres? it sounds too uninteresting to bother.
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Sas and target nodes trouble
Xyphos replied to Willy101's topic in KSP1 Gameplay Questions and Tutorials
it's a new bug feature in v1.1.3 it happens to me when I tackle asteroids. we can only hope it gets fixed improved upon in future versions. -
1.25m and 3.75m inflatable heat shields would be awesome in Stock, Mk2 space planes would love to have a 1.25m version. ...but for now we're stuck using TweakScale.
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As solarbearman stated, Eve should be first if you're planning a landing, with Tylo being second but since the OP suggested least practical, I'd say Eve should be done last so you're stuck towing that 12,000 dV Eve lander AND Tylo lander around with you to every other planet and moon.
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Drop probes around Kerbin or on the Mun or Minmmus for Science. Craft file is here: https://drive.google.com/file/d/0BxtArMQEkcH5RkhiYm10aWRfMkU/view?usp=sharing&authuser=1&pageId=108838757844915597824
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there's a huge difference between snow chains and random-guessing what friction value unity decides to accept as proper emulation.
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http://www.history.com/shows/the-universe/videos/shoemaker-levy-impact Jool is supposed to be Jupiter, it's a gas planet with no solid core, which is interesting, given it's mass and density, it should have a tiny amount of solid or liquid mass in it's core. I think Jool could use a small asteroid-sized solid core IMHO.
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having to sit through 2 hours of wheel testing and slider adjusting *IS* a problem. I have a hunch that those sliders were a band-aid fix to the awful physics engine in Unity.
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oh, so that's what you meant in the other thread, the picture says a lot. I thought you were talking about the extending-rod antenna.
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Is there any way to disable staging for Parachutes?
Xyphos replied to Xyphos's topic in KSP1 Gameplay Questions and Tutorials
Ah, well I was hoping for a toggle menu button, but this will work too, I guess. Cheers, Mate! Edit: I hope in the future, Squad will un-hardcode everything stageable and make a seprarate staging module with toggle menus; engines, chutes, decouplers, etc. -
I always orient a 1x6 expanding solar panel under the payload in a 3x symmetry and bind it to the same hotkey as the undock/decouple on the docking port so when it docks, the panel expands and pushes the payload out.
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When your launch window opens but you eject in the wrong direction. True story, it's happened to me twice, my Laythe SSTO wound up taking a gravity assisted detour around Tylo and Bop, back to Laythe.
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This means, TWR increases the further away you are from an object. in theroy, it's possible to launch straight up using chemical rockets to a distant sub-orbit then do a huge circulurization and/or ejection burn with ions. can't say this is the most effecient method, but still possible.
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no, really. that's my answer. don't use mac for gaming. sure, it's great for visual design and sound engineering, but it pales in comparison to a regular PC and you got to jump through hoops to get everything to work properly, if the game supports mac at all, and most games don't, for good reason.
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scroll up, it's in the title. and glad to help. he almost attempted to game on a mac, disaster averted.
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lol. everybody knows that a Mac isn't a real computer. good luck!
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Mod That Adds Gamepad Controls? (Improved Beyond Stock)
Xyphos replied to ZooNamedGames's topic in KSP1 Mods Discussions
Stock flight controls are binary; either they're on or off, and no in-between. I feel your pain, brother. I bought myself a $200 flight stick only to find $200 of disappointment. I'll use it later in another game, I guess. now to answer your question, I do not know of any mod that addresses the problem, but perhaps you can find a thrid-party app online that can translate joystick input to keyboard input, and set the keystroke rate to your joystick input, eg, more tilt = faster keystroke I think the app is called "Joy2Key" but I haven't used it in ages, last time I used it was when I used to play Maplestory many years ago, but had a cast on my hand making normal keyboard playing difficult. -
for large carrier-type crafts, you can turn a cargo ramp upside down and clip it, then put it on the BRAKES action group, and you've got yourself Mk3 sized AIRBRAKES without using TweakScale. Please note that the huge amount of drag these induce will make SSTO operations highly improbable unless you're using mod parts. I learned that the hard way because all those Rapiers shown below weren't enough to push it to supersonic speeds. EDIT: I haven't tried it yet, but I just got the idea to conceal them inside fairings until you're ready for re-entry, it should reduce the drag I think?
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I thought it was 15k dV from sea level?
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RasterPropMonitor is the one that does IVA enhancements. Enhanced Navball is now Redundant and IMHO, obsolete.