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Posts posted by *MajorTom*
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On 30.12.2016 at 5:50 PM, EliteGuy3 said:
You don't need to land your SSTO on a runway, If you take a look at my entries, not being a good pilot myself, landed in the water or beside the runway. Just don't crash or lose any parts.
I think Bradley Whistance did something like that:
Just not horizontal
think it:
1. can't be landed (only splashdown)
2. is small wing t<1000 C not turn to vapor on reentry?
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12 minutes ago, Gman_builder said:
@*MajorTom* Same goes for you my dude.
Well your craft will go faster with less fuel anyway, but honestly if your plane cant fly at full speed for only 15 minutes im gonna disqualify it. tbh its not that hard to do.
yep, you are right in 3:11 fuel only for 6 minutes for top speed ... it can be in air for half of hour, but not in top speed... so I can try to build bigger ship but later
ps: i look at: "5. It is required to fly for at least 15 minutes before running out of fuel." and suppose it only can be in air for 15+ min and gain top speed in this interval... so sorry my facepalm
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8 hours ago, Pro100kerbonaut said:
attempt 2 is level flight
I only have top speed 1702 m/s in 1.2.2 and average speed 1680 m/s . Something changed in 1.2.2 . I think even old craft can't do they old results
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16 minutes ago, Pro100kerbonaut said:
p6 challange rules. 6.You must record your speed run as a LEVEL flight. I.E. No diving to gain speed or dropping out of orbit.
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I don't wanna be just in history with old version ksp ssto, so I build 1.2.2 SSTO-refueler named "Full of stars". Lo-scince (panther), apart-can-be-divided, manned or unmanned , 36tonn lf+ox and precision landed.
And I use it in different challenges too
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Ok I build drone/or 1 manned (if need to transport 1 kerbal to station) SSTO for orange tank . It can dock with jr.dockport or can be divided apart and dock with normal size dock port. Also- it low science SSTO (for career game) - I use 10 panther engines in wet mode. It can be split apart and dock if you want to save fuel and dont want in orbit accelerate and then slow down winged part, but just piece of ship or simple can dock ssto in 1 piece if you launch window is good.
Ps: sorry for my poor english, its hard to me explain construction, just look video
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1. KER, Kerbal Alarm Clock, TAC-LS, Kerbal Krash System , KAS, KIS, for entertainment
2. and SVE,SVT, Real Plume for cool and relaxing space!
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49 minutes ago, Thomas P. said:
Kopernicus 1.2.2-1 is on Github. It contains no config or feature related changes, but the API has changed, if you interact with it through code.
I moved the parsing and attribution library out of Kopernicus, because I really love how it works, and maybe someone wants to use it in a non-Kopernicus project: https://github.com/Kopernicus/config-parser
Following my tradition: This change broke @Sigma88s mods. But tbh I think future updates wont break them again.I use SVT+jool rings before, but new version of kopernicus disable game loading - black infinite loading screen (game works only if i delete this new kopernicus version). Maybe this also SVT issue but who knows?
Edit! no this is real kopernicus issue:
I delete SVT folder jool_rings and svekopernicus, but with kopernicus folder in gamedata i look into infinite loadscreen
then i delete kopernicus... and game load is ok
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"Space Flower" stock parts station before refueling (Mun transfer engines attached)
take -off (then i suppose to shut down green light... bcause suicide squad can grab this for Joker , it is how lightsources sometimes can kill idea.... )
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GAP 1.2.9 k-limbers (easy) bug again.....
then i approach to k-limber - hi jump away to sky to 4.8 km..... and look at k-ontrakt status....
ps: i use koperniсus and SVT if it mean something to terrain and so on
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good work!
ps: looks like free-falling bombs not stabile by its winged tail (maybe you need to look at center of mass and lift of bombs)
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On 14.11.2016 at 0:48 AM, Deimos Rast said:
And lastly, I rearranged the folder structure so it should now extract as "GameData>BoxSat_Continued" instead of the apparent mess of folders it was before. Sorry about that @Vorg. This does, however, mean you should delete the old version before installing the new version, or duplication will occur!
Direct download of v0.3.0 here
so I must:
1.instal original BoxSat vA.02f into GameData>BoxSatAlpha, and GameData>BoxSatPrototypes
2.and then you update GameData>BoxSat_Continued
is this right?
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i have some issues in Mk1 cockpit
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i hope we can use it with new 1.2.1 ver. of koperniсus... i try it
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1.2.1 or it from terrain?
i have folders: Kopernicus, StockVisualEnhancements, SVEKopernicus
updated... or it scatterer...
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1.2.1 is live, but mods die
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maybe add some lift loss to damaged wings?
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issue with dev. 12.6 version ---> rescued pilots (stock contracts) die when i come closer to 2.4 km
i test same save in ..12.5 latest relese- it is ok (peter kerman alive in approach)
and...so this is ultimate issue for new dev version in kampain (i return to older 12.5)
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14 minutes ago, JPLRepo said:
But not sure it fits in the scope of this mod which is a Life Support mod.
what is "life".. the meaning of this word..? the life of kerbals or life of spacecraft... i just look wider at the name for mod
ps: even NASA is used words like "dead" for unmanned things (not unoperable or so on). http://www.space.com/22884-nasa-deep-impact-comet-probe-dead.html So IMHO the "life" also is not wrong word for human created things
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strange what probe/rovers and other unmanned things in KSP not freezing to death without electricity. Internal temperature almost not used thing.
Maybe add something for this in future in TAC-LS?
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soory for my poor english
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7 hours ago, Falco01 said:
I had a strange bug, I made a reentry with a station and the trail followed even after the part was destroyed, I switched vessel and the trails stayed even after I crashed in the surface at 200m/s and they were not lined up at all with the prograde vector (1.2 release)
i have same effect , something not working in 1.2
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6 hours ago, BadLeo said:
Let's just test it.
i test it. looks work cool in 1.2. i post here if something goes wrong
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19 hours ago, CalculusWarrior said:
Right, so no one has asked this as of yet: what's the story on updating the mod to 1.2? Is it being worked on?
looks like EnzoMeertens last visit september 3.................................
so no hope for us
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and what about 1.2 compatiblity?
Fastest aircraft possible
in KSP1 Challenges & Mission ideas
Posted
and it burn 1 poin of fuel every sec at top speed... so it burn all 600-700 in 10-13 min (not 15). It great speed craft! but not for this challange I think is in it? And if you slow down and it burn lesser fuel can it normal fly (lift force) and at what speed to fly 15 min?