-
Posts
136 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by tbarcello
-
How do I mass-move Kerbals?
tbarcello replied to Wild Cobra's topic in KSP1 Gameplay Questions and Tutorials
I think you forgot the batteries... Bring it down. If you spin this one at less than 2 rpm, guys on the outer ring will have gravity! Some 0.2 of kerbin but still. Great job. Edit: calculated, around 0.1g at 2 rpm... -
Mods that every KSP player should have...
tbarcello replied to Pedro_daher's topic in KSP1 Gameplay Questions and Tutorials
Once again you fail to understand, which point I'm trying to prove. I'm not trying to prove, that game is incomplete or flawed. EVERY game is flawed, there is no flowless game and complete/incomplete - is up to game disigner. Now a player will decide whether stock game missing essential features that in their opinion should be there, as without it THEIR game experience would be significantly worse. When you remove a mod from such player and his experience worsened significantly, that mod is essential for that player. What I've proved, with your kind disagreement, is exactly that - each player will define essential or not by themselves. Try to understand, that even though sun orbits earth, nobody cares, because of the proportions. Therefore earth orbits sun. When 10 people will say essential mod, and 10 will say stock, that means essential is person dependant. That's all I was prooving. Reread it, try to get it - your choice. I'm out, life's too short. -
Mods that every KSP player should have...
tbarcello replied to Pedro_daher's topic in KSP1 Gameplay Questions and Tutorials
I don't see how we are leading it off topic, since topic is "essential mods" And our disagreement does exactly proove my point, which states that every player would decide the essentiallity for themselves. I've seen many going stock in this community. And many going mod. I also seen statistics on mods usage. If you suggest that people going stock are majority, they aren't, but that doesn't prove anything, it's just a side note. -
Construction Help: Rocket tilts out of control?
tbarcello replied to McCoy's topic in KSP1 Gameplay Questions and Tutorials
I don't understand why are you looking at delta v of 4.7 and thinking it will go to the mun. Especially when you are not looking ar athmospheric delta v. You need 2500 ATHMO delta v + 1500, + 1300 to make Mun orbit. Then another 300 to return or 2000 to land and return. -
Why rocket not listen to fuel lines...
tbarcello replied to fireblade274's topic in KSP1 Gameplay Questions and Tutorials
Sorry 'bout that. I'm surprised anyone could understand that. I wouldn't. That's just the best I could do under circumstances, but really wanted to help, even in my situation. -
I want to learn this game.
tbarcello replied to nh33nh's topic in KSP1 Gameplay Questions and Tutorials
Yes! Thank you! Seriously, Scott Manley. He's a genious. -
Mods that every KSP player should have...
tbarcello replied to Pedro_daher's topic in KSP1 Gameplay Questions and Tutorials
Well, refusal to debate semantics, and, at the same time, using those semantic differences to proove your point, might seem comfortable, but any ignorance is comfortable. You define essential as a feature, the game is incomplete without. For you, stock game is well-rounded and complete, but, taking your obvious intelligence, you may imagine, how many players would have a different, or even opposite oppinion on completeness of KSP. And that is relatively speaking. So the semantic differences have nothing to do with it in this case, actually, because we completely agree on "essential" definition. What we disagree is on "completeness" of the game, which should reenforce my point, made in previous post. Don't you agree? -
Exploding Docking Port
tbarcello replied to Rysq's topic in KSP1 Technical Support (PC, modded installs)
Struts on these structural cubes are KAS ones, that i wanted to reenforce my docking with. They are marked 1 on the picture: The struts 2 are fine, they are not using those structural cubes. But once I connect the struts 1 in EVA, the docking port explodes, sending me and the 2 ships flying in different directions... I still don't know why this happens, but maybe it has something to do with those structural. I'll post video if I find it. -
Mods that every KSP player should have...
tbarcello replied to Pedro_daher's topic in KSP1 Gameplay Questions and Tutorials
Your definition of essential is far from mine. Your point is perfectly understood. IMO it's all about what makes it an enjoyable game to the player, therefore essential would be player-dependent. Someone will find AI combat essential. -
No closest approach - no separation, right?
-
No, you can't SAVE with kerbal on a ladder. You can switch just fine. You can not switch to a ship more than 2 km away, because that would involve unloading your current enviroment and saving persist file. Use [ ] buttons to switch to a ship nearby. (LOL) If u have some mod that autosaving if you try to switch -that is it.
-
Dres is tricky like that. Did you try Eeloo? Anyhow, sometimes game will decide that your closest approach has changed, and you won't see SoI change at all. This usually happens when your inclination is different from target. Get satisfied with that node, then do the inclination chqnge until NaN, and then change some prograde and see what happens - it will work. - - - Updated - - - He is using mod already, it's obvious.
-
Mods that every KSP player should have...
tbarcello replied to Pedro_daher's topic in KSP1 Gameplay Questions and Tutorials
It is possible to play the game without EVA and Antialiasing, they are not essential by your logic and shouldn't be stock. If mechjeb and other essential mods are not in stock it's not because they are not essential. - - - Updated - - - First time doing it. I never said one false word to any hypererit cheater, because it's their game and hey can do whatever. And this stick has both ends. -
Mods that every KSP player should have...
tbarcello replied to Pedro_daher's topic in KSP1 Gameplay Questions and Tutorials
Please, go to Russian space agency and ask them to disable aitopilots on the Soyuz before astranaut from your country goes to ISS next time. Should be a challenge -
Mods that every KSP player should have...
tbarcello replied to Pedro_daher's topic in KSP1 Gameplay Questions and Tutorials
I'll recommend KIS as long as KAS already. -
Mods that every KSP player should have...
tbarcello replied to Pedro_daher's topic in KSP1 Gameplay Questions and Tutorials
I thought it's a mod about that probe. Sounds like fun. -
Ok, how do you land on Eve?
tbarcello replied to juanml82's topic in KSP1 Gameplay Questions and Tutorials
Dat ladder! Beauty! -
Mods that every KSP player should have...
tbarcello replied to Pedro_daher's topic in KSP1 Gameplay Questions and Tutorials
They use mechjeb -
Why rocket not listen to fuel lines...
tbarcello replied to fireblade274's topic in KSP1 Gameplay Questions and Tutorials
That's not "top" tank from the games perspective. There is no "top" tank, actually, only closest to engine and farest. Farest is the bottom one. Top one is full, so no fuel will go there. - - - Updated - - - This is schematic view of your fuel flow by me. Black is ur engines. Black B is bottom tanks. Pink tanks are the ones you wanna ditch first. Green are last. Yellow are your fuel lines Blue is ur central tank. Light blue are my ammendments. The waves are tanks, that draining. The crossed wave shows, that this tank is not drained, because replentished. -
Powering a drilling platform
tbarcello replied to Red Shirt's topic in KSP1 Gameplay Questions and Tutorials
So, loosing even 1/s energy during the night on Mun means 69,492 energy storage requirement, loosing poweris not an option for 6/7 drilling operation. This means you will have to equip fuel cells. When taking into account, that a single ISRU can produce 0.45/0.55/s LFOX, and requires 30/s electricity and 0.5/s ore, you will have to install 2 drills, which in turn will produce 0.5/s ore on ideal 100% spot with engineer lvl 0, with lvl 1 - on 55% reach spot, lvl 2 - 38%, lvl 3 - 29%, and will require another 30/s electricity. Above will require 3 gigantor panels in solar mode and 4 fuel cell arrays in nonsolar mode. This will net you +12 electricity, +0.369/0.451 LFOX per second, which will fill the orange fuel tank jumbo64 in 2 hours and 10 minutes. Giving you want to fill only that tank, you could alternatively have electricity storage of 468000... I'd go for fuel cells. PS: I hate math...