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OldLost

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Everything posted by OldLost

  1. May I suggest a feature? The symmetry thing is great, but it would be nice to have this extended so that we could affect all identical items on the craft as well. For example, I may have 20 parachutes in, say, 3 groups of 6,6,8 (symmetry wise), or maybe I have 20 individually placed with no symmetry at all; it would be great if I could tell it to modify the deployment altitude for all 20 at once! Would something like that be possible?
  2. This looks just like what I was looking for. I'll keep an eye on it for when it hits 1.0. Good job NB. Thanks.
  3. Yep, same here. Luckily I hadn't built any craft yet with the new legs and just uninstalled the mod.
  4. I'm surprised that I don't find a mod out there like this. If there is please tell me. Just looking for a mod that changes the existing lights or adds new light parts that allows setting of luminosity and color.
  5. I doubt that will happen, at least not the OP. He hasn't posted to the forums since last year. If it's to be updated I'm guessing someone else (not me! ) will have to take it over (if that's even possible).
  6. These are great. You have no idea how much money I've saved in my career game by using these. It's so much more cost effective to send up a rocket where you get back most of the money you spent on it. I've tried SSTO spaceplanes, but they just take so damn long to get to orbit and don't have near the fuel left that these do, plus they also take so damn long to get back to the surface. Not so with these rockets, as it takes only a fraction of the time to get them down and recovered than any spaceplane I tried ever did.
  7. Say you're exactly 30 hours out. Your periapsis is 71m above Kerbin ASL, and is exactly on top of KSC. I bet you dollars to donuts you won't be landing at KSC. You won't end up anywhere close. You'll end up hundreds if not thousands of kilometers West. That's what's not to understand.
  8. If that were true, then his statement "Check out where you will be landing on kerbin at that time (ie let's say 30 hours before you actually get to Kerbin)" would not make any sense either. Given this hasn't been answered almost immediately with something akin to "dude, he means do x, y, z to see your landing point, duh", it must mean he's probably FOS like I thought.
  9. I thought maybe he was talking about warping as well, but then his later statement doesn't make any sense, in that if you warp until you're close then you're no longer "so far away dv costs are minimal". So he must mean something else. FYI Original post is here: http://forum.kerbalspaceprogram.com/threads/124749-Pro-tips
  10. Someone posted this tip on how to land at KSC (or any other predefined spot), but refused to expand on it: Could someone explain what he's talking about? How do you "fast forward"? And what does he mean by "your landing point shown"? KSP does not show me where I'm going to land, at least not on a world with an atmosphere; it just shows me where the current orbital path intersects with the the planet, which given atmo drag is quite a bit different. Or, if you have another way to bring a craft down (spaceplane or rocket) so you end up close to KSC, I'd like to know, as I haven't figured out the trick yet. Thanks.
  11. Well, I guess I'm not a pro, because I don't understand any of this. "Fast forward"? How do you do that? You can't mean warp, as then you're not "so far away dv costs are minimal". "Your landing point shown...? I don't know what you mean by this either, as I've never seen where my landing point is shown at all. All I see is my orbit. And, sure, I can reduce my orbit until it's suborbital, but still it never shows me where I'm going to land, as the end point (where the current orbit intersects the planet) keeps changing because of atmo drag, so I still don't see where KSP is showing me where I'm going to land. Please clarify, as I'd really like to know how to do this. Thanks.
  12. Thanks for this Torquimedes. Looks like it could be very useful indeed. Looking forward to more in the series. Is it just me? All the "spoilers" above seem to point nowhere but back to the forum?
  13. Really well done; every aspect was explained well and easily understood. Thanks.
  14. Mind showing what nodes in the tech tree are required to make this?
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