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KSP2 Release Notes
Everything posted by cubinator
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You know you've built a huge rocket, when ...
cubinator replied to Jimbodiah's topic in KSP1 Discussion
When the max strut length provided by the game is not enough to go from your boosters to your core stage. -
Yeah, I've noticed too how that one crater mare really makes it look like a Death Star sometimes...
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"1.1 will remove Kerbals dying and ships exploding because PEGI says it's "violent" and we don't want KSP to be violent."
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-84 [-] The atmosphere thickens, the clouds give way to the dark ocean below.
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I was only testing my new power hammer! Your house turns into a source of radio waves stronger than any on earth.
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The "You know you're playing a lot of KSP when..." thread
cubinator replied to Phenom Anon X's topic in KSP1 Discussion
When you're driving, and you like the feeling when a new stage kicks in... -
-80 [-] Only 20 left!
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Good job! One thing I noticed about your orbital maneuvers (don't worry I remember doing this too back in the day) is you left the planet's Sphere of Influence, then planned out your maneuver nodes for interplanetary transfers. It saves a lot of deltaV for your ships if you do your transfer burn while as close to the current body as possible. This is better explained in pictures than words, so here: I just threw this together in MSPaint, hope it helps! It's also good to know when the transfer windows are, that is, what angle the planets should be at when you do your transfer so that you meet up with the target planet. Back before I discovered KER, which tells you when it's time for a transfer, I used this image as a reference for phase angles, and then literally held up a protractor to the screen to see when the proper angle was reached. Anyway, congrats on your first return from Duna, hope my tips help with future missions, and happy flying!
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-force-opengl Oh hey it's in bold too!
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Banned for being smaller than the smallest possible object.
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-77 [-] Only engines point up at this point.
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My hypothesis is that they have some sort of Gravity IgnotatronTM 9000 inside all the ships that creates a kind of warp field or something all the time. It would provide the weird artificial gravity somehow present everywhere, the ships ability to fly wherever they want without giving a damn about gravity and orbital mechanics, probably because the warp field has some insane acceleration, like the kind you only get with a pod spammed with monopropellant rockets and Alt-F12. But it doesn't matter because the warp field creates it's own, conveniently 1G gravity field inside which protects the crew from the effects of said acceleration. The ships all likely have some kind of super strong materials tech which allows them to not get shredded (like the crashed Star Destroyers on Jakku should have). But of course, it's not really meant to be scientifically accurate, it's meant to be a space war adventure with giant starships, even more giant lasers, good-vs-evil battles, etc.
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Pfft. Making things easier? Nah. The whole point is to build the entire machine using only what is provided by the stock game (except some beautiful sunsets and stuff). I know there are mods for it, but the fun lies in making something KSP was never even supposed to be able to do.
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Well, that would explain the high gravity and think blue atmosphere...What kind of star was it orbiting again? If it was Kerbin, they must have drained the oceans somehow and eaten Minmus (those greedy stormtroopers ) Actually, they probably wouldn't want Kerbin because it's so dense, hard to dig through to make that giant hole (and that other hole they put so the rebels could conveniently blow it up). So no, I doubt it was Kerbin. Because he wants to be like Darth Vader.
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Granted, it uses an excess of SRBs and thus gets itself stranded on an escape trajectory from the Sun every time it launches. I wish I could create a negative mass field.
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Do something nobody has done before
cubinator replied to quasarrgames's topic in KSP1 Challenges & Mission ideas
Probably not, as a solar eclipse occurs over the KSC every 6 or 7 days due to the Mun having 0 degrees inclination and KSC being on the equator and Kerbin having 0 degrees axial tilt. -
Puck is not only small, it's one of Uranus's smaller moons. And at the distance at which the comet passed, the influence of the moons blends so much with the planet itself that any effect, especially that of a puny asteroid like Puck, would be negligible. I believe the "Puckering" they speak of is a rather warped understanding of the increased gravity near periapsis. In a binary system where both bodies have elliptical orbits this is very important, but in the case of gas giant vs. asteroid this is hardly noticeable. Besides, Uranus has several much larger moons which cause a lot more gravitational influence than any of those small inner moons. Puck is totally negligible in this situation. A quick Wikipedia search and a minute of Universe Sandbox^2 shows that this claim is either BS or totally misguided. They would have been better off claiming it was Nibiru.
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So, I've been working on a creation that's going to end up with lots of hidden parts that are doing a lot of physical interaction with each other. It would be useful to have a mod that simply highlights a part with varying intensity based on how much stress it's under, with a very light highlight meaning it's getting pushed just a little bit, and a very dark highlight meaning it's about to break off/explode. This would also be useful for things like landers and probes inside fairings, to make sure they're secured tightly and to be able to know when they are starting to wobble more easily. If there is a mod or in-game function that already exists and does this, please let me know. Otherwise, I'd appreciate if someone would make this! Thanks!
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[Forum Game] One word to describe the avatar above you.
cubinator replied to ping111's topic in Forum Games!
BadS -
Konfusion: All the celestial bodies' stats are randomized using Kopernicus each time you load the game. This includes things like orbit, parent body, atmospheric height, mass, surface gravity, rotation period, and more! Better watch out for that probe you left in an 80km orbit around Kerbin, because next time you come back, the atmosphere might just be 500km tall! And that station between the Mun and Minmus? Well, better watch out, because it may find itself between Tylo and Eve! Good luck getting your latest ion lander onto Gilly when the gravity is suddenly 4g's!
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Actually, as I recall it's usually me flying too low to the ground and too fast. Last couple of times I remember was one where I was trying to buzz the mountains west of KSC a little too close (done that a number of times actually) and had to abort. Jeb survived by jumping out because he's BadS, but the rest of the plane was gone. Another time I was flying a Mk3 plane testing out the new Goliath engines (I think it was the stock passenger plane but may have been my own) and I was seeing how low I could go to the ground while travelling at supersonic speed...That didn't tuen out well. I've done that with other planes too. I suppose that goes under "Poor Flying" but maybe you should add a category for "Reckless Flying." Flying the passenger jet at low altitude and supersonic speed: ^ Jeb
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Always make sure you put struts on anything radial, especially if it's got rockets on it. Also make sure you don't have too much SAS or it can get all wobbly if you use it.
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I just finished designing a working bearing using the micro landing legs. Now I just need to make the other pieces... Game crashed so I'll work on it again later, maybe post screenshots. Edit: I'm using hacked gravity for the tests because this thing is meant for microgravity. In the end, there will be 27 different, dockable sections. The design shown in those pics was probably about 350 parts, and it'll probably end up over 600. KSP is struggling to load it, and it's crashing frequently, but I think I'll be able to do it.
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Down like all my shuttle replica attempts! (very far down.) -73