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VincentMcConnell
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Everything posted by VincentMcConnell
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I don\'t know if this works, and that\'s why I\'m running the idea by you guys. I got the idea when I was able to do this with Orbiter. I know I\'ve bugged the devs and a lot of people about having stars removed from the game, and so instead, I am wondering if there is just a way I can do it myself. With Orbiter, you can delete a file called 'Star.bin' and it removes the star texture from space entirely. I thought of this idea for Kerbal. Is there a texture file of the space clouds and stars that I can just delete?
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Probe "Mint-1" lands on Minmus.
VincentMcConnell replied to VincentMcConnell's topic in KSP1 Discussion
I just went and landed an Apollo Lunar Module RIGHT NEXT to it. So Apollo 12. The problem happened just after touchdown, though. There is a bug in this game when you land close enough to an already landed ship, you blow up. And unfortunately, I only have pictures of how close I am as I was descending. Then the next photo in my screenshots folder is an explosion... Right next to the probe... They REALLY need to fix that. Because it seriously just completely detracts from this game. As soon as it happened, I literally just closed KSP and went right back to Orbiter. That\'s way too annoying of a bug to deal with... -
Probe "Mint-1" lands on Minmus.
VincentMcConnell replied to VincentMcConnell's topic in KSP1 Discussion
The probe kit comes from Nova\'s Probe add-on. I don\'t remember the exact name. -
After a successful mission much like the Viking landings, my probe 'Mint-1' has landed on Minmus. The flight outline is basic. The probe gets launched on a Scorpio Rocket into Orbit. The Second Stage makes the Trans Minmus Injection. After that, the second stage separates and the orbital stage and landing probe fly to Minmus. The orbital stage burns the configuration into a 14KM parking orbit, then the probe separates and uses four lateral RCS thrusters to make a 'deorbit' burn. The craft deorbits into a methane lake and the autopilot controls take over to perform the landing. At 40 meters, the deorbit thrusts separate and crash into the surface with a tremendous explosion. The probe lands off to the side of the newly formed crater and takes surface samples from as much as several feet down thanks to said explosion. Here\'s some pictures of the landing. Kerbin is right up there over those mountains to the left!
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You can actually turn a command pod into a mechjeb, but then you won\'t have any Kerbs. module=mumechjebpod
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Flight to orbit with the fixed camera plugin
VincentMcConnell replied to Rascal Nag's topic in KSP1 Discussion
Just like Orbiter AP! -
Flight to orbit with the fixed camera plugin
VincentMcConnell replied to Rascal Nag's topic in KSP1 Discussion
Why not use MechJeb, Kosmo? -
Flight to orbit with the fixed camera plugin
VincentMcConnell replied to Rascal Nag's topic in KSP1 Discussion
This is SO badass. I was going crazy trying to figure out how you got into orbit with no HUD. At the end, I saw you started to flip out of control on SECO. Then I realized you were using the mechjeb autopilot. May I suggest that next time, however, you cut away the video for like two seconds just to quickly set your translatron to Pro Grade? Most orbiting ships don\'t flip out of control when they achieve orbit. Anyway, this video was AWESOME. Great work. -
How many people are going to keep saying this? HarvesteR already said they are lakes of frozen methane...
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Orbits ONLY decay if there is atmospheric drag or engine thrust. If you want your orbit to gradually decay, orbit at 68 kilometers. That\'s just a hassel, though, as you\'ll have to keep boosting. If the ISS was totally out of the atmosphere, it would not have a decay in its orbit.
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No man. Paypal is Elon Musk awesomeness. Long live paypal and SpaceX!!
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Should we scale up our mods to match our EVA kerbals?
VincentMcConnell replied to duckunlimited2's topic in KSP1 Discussion
I feel like all he did was express his opinion and his inner feelings. Doing so is perfectly consistent with what we believe are the rights of every man and woman. Why do you get so upset just because he called a few people an ass? I\'m one of the people his post was directed towards and it doesn\'t bother me at all. It\'s his opinion, he should be allowed to express it. -
Get into a retrograde orbit around Kerbol at the same altitude as Kerbin. You\'ll get pulled in eventually...
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Not sure. When I bought it, I got shot four times in the face. Just kidding. Yes, it\'s safe to buy.
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...................... Yeah... That\'s not going to happen. They pretty much put 100% of the their time into this. EVA\'s are only several weeks from being released and the fan base is HUGE...
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So I want to calculate when my Kerpollo Saturn V (or any other craft for that matter) goes into Maximum-Q. The equation I saw was this: Q=1/2pv^2. p= Air density V= velocity. Here\'s the problem, though. I don\'t know what the air density is on Kerbin, and it decreases as we raise in altitude... How in the world do you calculate something like this?
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Should we scale up our mods to match our EVA kerbals?
VincentMcConnell replied to duckunlimited2's topic in KSP1 Discussion
The rockets are going to dwarf the launch tower and the facilities. I don\'t know where they came up with the idea to scale nothing but the rockets up... As for the modding thing, this DOES look like the end of mods. All of our old parts are going to be too small to do EVA and stuff. They made a really...really...really... bad decision. I think if they have to scale ONE thing up, scale EVERYTHING up. And then make an auto-rescale so mod-makers don\'t have to do it themselves. This disaster will be worse than both the nukes on Japan combined. -
Should we scale up our mods to match our EVA kerbals?
VincentMcConnell replied to duckunlimited2's topic in KSP1 Discussion
Some of these people need to pay attention to the updates it seems.. Auto Rescale will not be in the game, confirmed by NovaSilisko. Mods will have to be scaled manually by the makers. That\'s going to be such a huge hassle. -
Cool. When do you think you can implement a heatshield part that bursts into flames during reentry?
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All you have to do is return back to a 100 kilometer orbit around Kerbin and then reenter from that. When heat is added, I do plan on doing a test of reentry angles from orbit. Lunar and Minian reentry speeds are a different story, though.
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Wow. A lot has been accomplished. I came around about 6 and a half months ago to this game. Happy Birthday, Jeb, Bill and Bob!
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By user friendly, I didn\'t think the people were mean. I like the format and layout the KSP forums. It\'s easier to navigate and such.
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I think I have an account there, but it\'s a little less user friendly of a forum. I think there\'s a lot of people here that also play orbiter.