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Posts posted by Grand Ship Builder
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7 minutes ago, linuxgurugamer said:
Of course, but the title said "quickly"
There's no quickway besides CKAN that I know.
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7 minutes ago, linuxgurugamer said:
Mini AVC does not update , simply tells you what needs updating, only for those mods would support it.
Ckan only works for mods which was installed by it.
You can always search up the mods you have in CKAN and delete them and then reinstall them with CKAN one by one. Takes long, but it saves the time and frustration of doing it multiple times to update your mods.
But to stay neutral:
Spoiler -
The service bay thing might prove useful.
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Just now, TheRagingIrishman said:
CKAN is good but it can and does mess up/break games.
Been using it for a long time and didn't have any problems with it.
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Just now, eloquentJane said:
Cool. I had started designing a rocket to land a payload on Duna, it should be interesting to finish it. Out of interest though, why change your mind?
Because sometimes i'm stressed and grumpy and other times i'm calm and feeling generous. That was one of those times.
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Why not fix the timewarp problem like DarkMultiPlayer does?
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1 hour ago, eloquentJane said:
Well in that case I won't waste any more of my time on it.
I finally decided. You can use mods now. Different class as usual.
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13 minutes ago, sevenperforce said:
So, scoring.
- Fully re-usable: 100 points
- Each parachute landing: 30 x 3 = 120 points
- Each powered landing: 100 x 2 = 200 points
- Single booster: 100 points
- 0-69 km: 50 x 3 = 150 points
- 70-100 km: 70 x 2 = 140 points
- Over 100 km: 100 x 2 = 200 points
- Manned (suggested): 100 points
- Functioning LES (suggested): 200 points
(Suggested) total: 1,280
Elon Musk would be proud of you.
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Just now, eloquentJane said:
Well in that case I won't waste any more of my time on it.
Okay.
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considering updates now?
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4 minutes ago, something said:
That's a mod, I think. Probably caused by KerbalTsunami or RealistiKWeather.
What are those!!??
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8 hours ago, eloquentJane said:
@Grand Ship Builder If I'm not mistaken, Tweakscale obeys the square-cube law for scaling parts, meaning that if you increase the size of a part by a factor of 2, its thrust (if an engine) will increase by 4, but its fuel (if a fuel tank) will increase by 8. Scaling up causes fuel quantity to increase faster than thrust, while scaling down causes fuel to decrease faster than thrust. What this means for solid rocket motors specifically is that, by scaling down a solid rocket motor, you can get a lot more thrust for the same amount of fuel.
On another note, I'm working on a rocket designed to complete this challenge in the 4x scale Kerbol system (meaning delta-v requirements are approximately doubled). It's reasonably-modded, but the parts are pretty much stock-balanced.
Unfortunately, to keep things simple, things like parts mods, physics-changing mods, aerodynamics-changing mods, parts-changing mods, and planet mods that change the stock planets are abolished. You can have parts mods, but not use them. Visual mods, auditory mods, information mods, and autopilot mods are fine, as long as they don't change the game's physics and aerodynamics. As long as it is completely possible in stock.
EDIT: Mods are allowed, just ignore that entire thing above and just pretend it's a joke.
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1 minute ago, sevenperforce said:
Tweakscale increases the size of each part but keeps TWR and Isp constant.
And that's fine. I actually wanted to use Tweakscale to make SRBs smaller, not bigger.
Okay. I'll have to think about it in the meantime.
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4 minutes ago, sevenperforce said:
Tweakscale doesn't change any of the physics or physical capabilities of the engines.
From what I know, Tweakscale adds more fuel and presumably more thrust to SRBs. I'm feeling nice today, so i'll pass Tweakscale off as multiple boosters.
2x size = 2 boosters.
However, to keep things simple, you are only allowed to scale boosters 3x and in multiples of 2.
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8 hours ago, sevenperforce said:
Does it need to be stock or can I use Tweakscale?
You can, but that would make you modded. putting you in a different class.
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Mechjeb really needs an update for spaceplanes. Ascent Guidance works a lot better with vertical craft than non-vertical spaceplanes, and seeing spaceplanes are a popular part of the game, I don't see why it should be this way. Also, Spaceplane Guidance is nothing compared to Landing Guidance, such as a display with not a lot of features, and missing out on adjusting throttle, and usually spaceplanes land back at the KSC, not rockets, so seeing a upgrade for spaceplanes would really make the mod a lot better.
Also, a feature to land at the Inline KSC for landing guidance and a flat area near it for spaceplane guidance would be nice.
Also also, does Mechjeb simulate powered landings for bodies with an atmosphere?
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3 hours ago, Krakatoa said:
I'm all for people trying to figure stuff out and get things working, and asking is usually the best way, but this has been answered on this page and the previous page and several other times since the last NFE patch. This question was even answered in the post directly before one of your previous responses on this thread.
You know, if the problem is this common, and easily solved, why isn't there an update to fix it yet?
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The Rontgen doesn't produce any thrust. It produces the jet spool up sounds but there is no thrust coming out of it. Also, some of the buttons on it say something like "#LOC_NFElectrical" and some other stuff.
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Since Solar eclipses are pretty common in KSP, how about munar eclipses? Can the Mun turn red from Kerbin's shadow for a bit during the night?
Lunar eclipses seem to be underappreciated in comparison to Solar eclipses.
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5 minutes ago, cubinator said:
I understand. But I wonder if that point occurs during or after the entry burn.
Mistaken boostback for entry burn.
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On 8/25/2017 at 9:33 AM, cubinator said:
As Falcon 9 reenters Earth's atmosphere, doesn't it experience a sort of second Max-Q? At what altitude and speed are the forces the greatest during descent?
That's partly the reason for an entry burn; to slow the craft down enough so Max Q isn't much of a problem.
How to Quickly update all mods on a KSP 1.2.2 install and upgrade to KSP 1.3
in KSP1 Mods Discussions
Posted
So CKAN it is.