-
Posts
11 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Bug Reports
Posts posted by NotDavidTenant
-
-
Currently in my sandbox playthrough I'm colonising Laythe. I use extra-planetary launchpads and a plethora of other mods. At what point do you think I should allow myself to spawn in a kerbal konstructs launch site? I was origionally thinking after I surpass 200 on-world residents. But I figure I need more requirements as that seems a little too easy. I need more input. Like, maybe how many drilling facilities should be required? Or how many trucks/transport vehicles should I have?
-
Currently in my sandbox playthrough I'm colonising Laythe. I use extra-planetary launchpads and a plethora of other mods. At what point do you think I should allow myself to spawn in a kerbal konstructs launch site? I was origionally thinking after I surpass 200 on-world residents. But I figure I need more requirements as that seems a little too easy. I need more input. Like, maybe how many drilling facilities should be required? Or how many trucks/transport vehicles should I have?
-
An audible sonic boom when a part surpasses the sound barrier would be a nice touch. It would add a bit more realism and satisfaction.
-
Does the latest version add anything or is it just an update for 1.3?
-
I know I'm not the only one having trouble giving orders to my distant probes. I can't increase relay size with tweakscale either.
-
1 hour ago, bice said:
@NotDavidTenant You only need enough EC to jump. The force needed depends on planet mass (origin and dest.), ship mass and orbit altitude. To get 100% chance probably you will need to combine more than 1 drive and be high enough.
And remember. You need to position a beacon orbiting the target planet to be able to jump!
I have:
beacon in Moho orbiting at 5Mm
beacon in Jool at 50Mm
beacon in Eve orbiting at 20Mm
beacon in Eeloo at 11Mm
beacon in Kerbin orbiting at 8Mm (to return from the others)
It's a great mod but must be used with caution.
OH, I didn't know you could combine them. Thats good to know.
-
How do you generate force for jumps? I see the option though its always been at zero in my experience.
-
Been begging for this for the last 2 years lol. Just crossing my fingers that the dev's (what's left of them) take some time and put one into the game. It would be LIT.
-
So ah, 1.2? ayyy??? Pls though, I love this mod. Its the actual excrements.
-
Squad has implemented many amazing features, much more content than I had ever hoped for. One final part, however; is missing...an electric driven propeller. I believe that this should be part of the stock game because it would allow players to create solar powered atmospheric probes on bodies with atmospheres. Although mods provide an alternative I think this would make a fantastic addition to the base game. Thank you.
[1.4.x-1.8.x] Airplane Plus - R26.4 (Fixed issues/Github is up to date) (Dec 21, 2019)
in KSP1 Mod Releases
Posted
Would you ever consider adding a variety of electric propulsion methods? Currently there is only one usable electric propeller in the entire modding community and I think adding a couple more would be pretty awesome.