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KSP2 Release Notes
Everything posted by Xyphos
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Is there a mod that you couldn't live without?
Xyphos replied to Foxster's topic in KSP1 Mods Discussions
remember: it's not a bug, it's a feature. and yes, it's proof that I refuse to play the pre-release until KJR is updated for it. -
Is there a mod that you couldn't live without?
Xyphos replied to Foxster's topic in KSP1 Mods Discussions
try now -
Is there a mod that you couldn't live without?
Xyphos replied to Foxster's topic in KSP1 Mods Discussions
http://www.youtube.com/watch?v=nQFMaJ33gtA nope. not broken at all. -
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because the first and second laws of thermodynamics prevents such a thing from existing, all the pumps in the world couldn't squeeze fuel through a garden hose fast enough to keep the engine(s) running. just add more boosters, and maybe 1 or 3 vector-boosters for gimbal steering, you won't need to touch your lower stage until after the boosters come off at 20Km, and it'll still be a full tank.
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"normal" as in, real-life. EG, your lower stage is does not require the use of fuel ducts, but solid or liquid boosters may still be used. I guess I play by a different set of rules than everyone else.
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Is there a mod that you couldn't live without?
Xyphos replied to Foxster's topic in KSP1 Mods Discussions
if you ever built a simple 18-part rocket and watch it explode before even staging it off the pad, you'd agree that KJR is required to play. the stock joint system is very much broken and in absolutely no way funny either. -
Is there a mod that you couldn't live without?
Xyphos replied to Foxster's topic in KSP1 Mods Discussions
lies. -
I don't bother with AIRBRAKES, I get better results by shoving things into a cargo bay and opening the bay doors during re-entry.
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Is there a mod that you couldn't live without?
Xyphos replied to Foxster's topic in KSP1 Mods Discussions
This game is broken and unplayable without KJR. -
I'm gonna be THAT guy who asks, "What's a heavy lifter?" ...if you can't get it off the pad using normal methods, the you probably should break it apart into modules and assemble it in orbit.
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usually I don't forget to place parts, but often I do accidentally time-warp before deploying solar panels. I learned to compensate for this fact by adding an RTG, either on or near the main command module.
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Is there a mod that you couldn't live without?
Xyphos replied to Foxster's topic in KSP1 Mods Discussions
Kerbal Joint Reinforcement (KJR) - I absolutely MUST have this installed at all times or I will flat-out REFUSE to play. before I played mods, everything I built would fall apart and explode on the launchpad before ever pressing the spacebar, and I got tired of adding a bajillion struts to everything causing severe physics lag. the stock joint system is too weak and in no way humorous at all. it's down-right frustrating and a game-breaking mechanic. -
This reminds me of the time I attempted to build a "space elevator" (and failed due to KSP's weak, flimsy and non-humorous physics)
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I just tried your plane inclination and apoapsis intercept, no luck, still has a 3200 dV insertion burn, after wasting 1200 dV on the plane change. I think I'll just stick to the direct transfer, but still need to work out the 4000 dV insertion.
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Some people Kerbals suffer from severe anxiety and depression.
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I'm 3rd Generation German-American, and I totally read that in my head with a Scottish accent.
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NO. I absolutely HATE nerva engines. there is NO way I'm going to be able to run KSP for 5 hours straight on my laptop for a single maneuver node. it's just NOT happening. take that idea and bury it.
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Shenanegans! stay right there, I'm getting my broom.
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once again, the ejection isn't the problem; it's the 4000+ dV insertion burn. you cannot do a 4000+ dV insertion burn in less than 25 minutes (the time it takes to fly-by Moho) with nukes and a 350 ton payload. it aint gonna happen. this means, you need a high TWR chemical rocket for that, which makes your middle stage look like a kerbin lower-stage and that means your kerbin lower-stage looks like a giant heaping mass of struts with a handfull of rockets attached. *sigh* you'll see, guys.... if I can just get this thing to land without crashing or flying past....
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The landing stage is 350 tons; I know that's freakin heavy for a Moho trip, but it can't be helped, you'll see... (if I ever land...)
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I already know about transfer window, in fact I've gotten good at eye-balling transfers without needing the planner. the real problem I'm having is: The awesome party machines as payload 1000+ dV final controlled decent (slow burn) 4000+ dV insertion burn 2000+ dV ejection burn (plus course corrections) 4000+ dV to LKO that's over 12k dV in one rocket! this rocket is one ridiculously huge MOHO, even in asparagus stages.
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Being seated so close to a nuclear reactor tends to make me Nervas.
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There *IS* a way for you to do this, but not by yourself. if you use Dark Multiplayer mod, someone else can fly the plane while you fly the other vessel. currently, there's no way for you to control two vessels at the same time.
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Don't suppose you'd know of a way to stick custom models in too, would ya? there's some things I'd like to add.