imaspacestation
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Everything posted by imaspacestation
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What is "North" on a planet?
imaspacestation replied to imaspacestation's topic in Science & Spaceflight
Ohhhh, thanks -
Wouldn't "Blombs from Jupiter" send out catalogue-purchased killer probes instead?
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Kerbin to Duna without orbiting
imaspacestation replied to maceemiller's topic in KSP1 Mission Reports
Is it expected to come back like a comet, or will it escape the system? -
Was reading some articles about New Horizons and there was a pictured labeled with something about some geological details on the planet's "North Pole", when it struck me pretty curious how would you even know what is "North" when approaching a planet? I guess Pluto probably has a magnetic core so they could have used a sensor for that to measure it, but what about planets that don't? If the satellite does not know it's own orientation in space relative to the Sun, Earth and other bodies, and comes upon a planet that might have an inclined orbit around the Sun, how does one figure out what is North and what is South?
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How do they get satellites into geo-synchronous orbits, then? Doesn't that require the utmost precision?
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Kerbin to Duna without orbiting
imaspacestation replied to maceemiller's topic in KSP1 Mission Reports
Eh? So the launch vehicle traveled to Pluto with the New Horizons satellite? What do they plan to do with it? -
KSC Annual Budget Request/Inquiry
imaspacestation replied to Gampersnaz's topic in KSP1 Mods Discussions
There is a non-modding solution to this for your consideration - open the cheat menu and add some funds. -
Remote tech-Help !
imaspacestation replied to Hcube's topic in KSP1 Technical Support (PC, modded installs)
Config file is here, https://github.com/KSP-RO/RealismOverhaul/blob/master/GameData/RealismOverhaul/RemoteTech_Settings.cfg Other solutions can be found from the RO wiki: -
Fallout of the extra second from yesterday?
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What engine shall I make next?
imaspacestation replied to SmashingKirby148's topic in KSP1 Mods Discussions
Make a procedural one! -
Since there doesn't seem to be any such mod currently available, I would like to change this into a request. Pretty please, anyone? *puppy eyes*
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I know procedural parts mod has a procedural SRB, but is there one like that for LF engines? Being able to design my own engine's thrust and isp would be the final part missing in my KSP experience.
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Contracts... the weak link in KSP
imaspacestation replied to Pixel Kola's topic in KSP1 Mods Discussions
There have been a few attempts to fix the silly contracts, things like Better Than Starting Manned or the entire SETI pack aims to re-balance the entire career experience to be more logical and cohesive, but those are the only two I know of, and neither work fully with 1.0+. If anyone knows of any more, I would love to know myself, I too really detest the stock contract/career system. -
If you aren't slowing down enough to deploy main chutes before you hit the ground, then you are coming in way too steep, thus way too fast. Try a more shallower approach on re-entry. When all else fails, just slap on some airbrakes.
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If you aim it well (will take lots of practice!), you will arrive within just a few km from your target. From there the approach is simple, but of course you will have to do that whole "stop start speed up slow down, prograde retrograde turning around" thing that you mentioned, but you really only need to do two burns to get close enough. Aim at the target, burn, turn around, burn again to come to a relative stop once close enough. From there it's docking time. If you are having issues with the "turning around" part because your ship is big and unwieldy, then you can do the approach using RCS only, that way you can fire it retrograde to slow down without turning around.
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Haven't really built much outside the VAB/SPH. I did built a big space station once, but found it to be utterly useless. Could have just shot a single fuelcan into orbit instead. In the SPH the hardest thing for me to build was an SSTO Spaceplane that could carry two orange tanks as payload. That took a while to get right.
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[1.2] Real Solar System v12.0 Dec 8
imaspacestation replied to NathanKell's topic in KSP1 Mod Releases
I had the same problem too. I narrowed it down to first play after install. When you install it, and play it for the first time, I experienced these issues. So naturally, what I did when I quit the game was to re-install everything again in case I made a mistake, and so I had the same issues again after reinstall. But if you play it a second time and onwards after the that first install then it seems to stop with these issues and become "stable". -
Most annoying thing in game, the timer
imaspacestation replied to Pawelk198604's topic in KSP1 Discussion
Ditto... -
If there were no limits - what would you make?
imaspacestation replied to Foxster's topic in KSP1 Discussion
KSP MMO. Because playing alone gets boring sometimes. -
Hm, I'm starting to feel kind of like the OP myself now. I completely lose all suspension of disbelief whenever I play or see a space game where spaceships land by burning anti-radially at the planet, or just "swim" in space, or when you see a spacecraft above a planet and there is absolutely no motion across the planet's surface. Case in point - was playing HomeWorld over the weekend and couldn't shake the feeling that none of this is right, even though as far as space games go, HomeWorld is probably one of the best. On the other hand, that's just space related games, of which there are actually quite few compared to other types of games. Myself I'm currently enjoying UnEpic that I nabbed during Steam's recent sale.
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I only know of Collision FX mod, here http://forum.kerbalspaceprogram.com/threads/101496. But I don't think it ads any "flamy stuff", just things like grinding noises and sparks. For full-on explosions, that's part of the base game. If you're not seeing that, maybe there are graphic settings that affect it and you have them set to low or off?
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Stock player looking for mod suggestions
imaspacestation replied to jkool702's topic in KSP1 Mods Discussions
No need for precise node if you will get MechJeb, it is included. I would also recommend trying the game with all the mods minus any visual mods first, see how it works. Then add visual mods one by one, because you risk very quickly running out of max ram and crashing.