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MR L A

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Everything posted by MR L A

  1. They actually do... there's a patch for it somewhere that worked really well.
  2. Hi everyone, I've just had a cursory look on the forums and could find no information on the matter, but does anyone know if the Mexico based members of the SQUAD dev team okay? Some pretty horrendous footage coming out of the country and I'm concerned for everyone caught in the disaster. Thanks and good luck to everyone Edit: turns out the most recent earthquake has been tagged onto the last earthquake thread. Also, thread should probably be moved to The Lounge thank you please moderators
  3. sort of annoys me that solar panels are still viable here =/
  4. I had a VERY similar problem with a mk3 shuttle I was using... the solution was to land extremely fast with an extremely low vertical speed. Which takes a huge amount of piloting skills and using a LOT of runway. Pretty much how the real shuttle landed as you described. You just need a steeper re-entry profile or use jets so you aren't actually gliding
  5. Guessing KSP thinks the additional step is the best path available.. you could test this out by quick-saving (optional step - I prefer not to delete craft in career mode.. not realistic imo), deleting that other relay thing and then seeing if the probe at Duna still has a connection. It probably shouldn't in this situation, or a weaker one if it does. If the signal is better, then that's beyond my expertise I'm afraid =/
  6. yes I'd answer this yes and no tbh. I haven't read all the comments so pardon me if I'm repeating someone else, but KSP drag is too high for your use case yes, but the answer is no in terms of drag being deliberately high as a game balancing measure. I felt like I had to state this, not trying to be a doorKnob
  7. That's right, a friend. Incredible, I know! But the reason this fact concerns you wonderful users on the KSP forums is not because someone with a few thousand hours on this game alone is managing to maintain some semblance of a social life. No, it's because this friend has expressed some interest in KSP. I've done some cursory explaining of the physics of the game and the building block style of construction. However, I feel that a video might (read definitely) do more justice than any verbal description I can give So, I was wondering what THE best video of the world of KSP is... I'm looking for something that shows off the myriad of construction possibilities, from rockets and SSTOs to those than insist on truck driving, ship building and diving to the depths in Bathyspheres. I'm looking for something that shows off the glorious multi-hundred part, over-engineered monstrosities that cripple computers to something that shows off the beauty in simplicity, the thrill of just barely completing that mission with adequate dV. Perhaps most importantly, it needs to be entertaining - on a personal note, I remember some videos by Robbaz really made me LOL in my KSP early days (perhaps before purchase) as well as the oft mentioned Scott Manley, who influenced my decision to buy the game. I think what KSP needs, with required permissions ofc (cough fair use cough), is a brief-ish, highly entertaining super-cut of many youtuber's exploits in the world of KSP, if there isn't one already (linky please). I would endeavour to make such a video myself, but, unfortunately I have none of the required the skills, time, patience or editing software =/ So, my fellow KSPers, hit me with those links or if someone feels up to it, make the compilation they think would be an ideal glimpse into KSP Thank you and goodnight!
  8. That was MJ? Blooming heck! This is a good description of a good turn I was looking at your peri height compared to your apo and thought it looked way off =/
  9. Well, I use rocket/shuttle family names like the following "Balthasar LS1-3" - 1.25m designs, one through three, each increasing in capability. "Centurion LS1-4" - 2.5m designs, one through three or four, again increasing in capability, "Delta Series" - a collection of shuttles and TSTO spaceplanes also given individual names like "Delta Series - 'Genesis'". Other assorted things are often given something like the following "Module - CM Daytona" (command module) or "Probe - Sentinel". For new craft, experimental or ones that overlap with other designs I use the "Gen2 -" prefix sometimes if they are a modified or experimental version of an existing vehicle I may use something like "BLSX" which would be Balthasar Launch System X. A planned launch of a Centurion LS2 with the third probe to the Duna system would probably be saved as "A1-CLS2-D3" A1 < next planned launch, followed by A2 etc if I have a few planned. CLS2 < Centurion Launch System 2, the vehicle used. D3 < Duna 3, or third mission to Duna.
  10. This was cool! What mod is that? Also, I'm sorry, but that ascent profile was pretty... horrifically steep any particular reason for that? There's an amazing guide on here somewhere for maximum efficiency... the turn starts really early and you pretty much burn all the way to orbit (which is hella sexeh)
  11. Know what round-ish things Squad had issues with because of floating point errors? Orbits! They would decay, hence the setting for "orbit decay compensation" Sort of wish Orbits had realistic decay... then again there's a lot id like to do with KSP lol
  12. yeah, it works beautifully Thank you!!
  13. Hi, love the work! Is there any chance of getting a patch for this... patch? As far as I can tell, it doesn't play well with RealPume the miniaturised pug engine has a stock plume and I believe the Valiant does too Thanks
  14. Okay, thank you Ahh, should have read slightly further up before I bothered @JadeOfMaar. I'm about to give it a test on my install
  15. Don't suppose there's an ETA on this? It's taken me literally the entire day to work out why SETI was vanishing =/ Thanks!
  16. The contents of a stock fairing, afaik, are auto-strutted to the surrounding fairing. Relatively certain this was in one of the dev notes and/or patch notes
  17. huh... it might be more useful the other way around then. By that I mean, the ability to plan the manoeuvre and have this mod, in real time, displaying efficiency, time etc, on the visualisation thingy or can this mod plan transfers based on the current vessels exact position/orbit?
  18. Oh I appreciate that I just don't envisage it being a particularly massive undertaking to do
  19. I never use any of the initiatives at all.. they seem a bit underwhelming to me. I never want to trade money for science (progression becomes too fast that way - also why I limit the use of science labs). Trading science for money seems crazy seeing as money is never an issue after the early game.. that might just be me though haha
  20. I know. I'm saying it'd be nice if the stock game had a basic impact science feature. Could be done with one extra part and it could provide new contracts for those of us that use them.
  21. Not a bug The materials bay is simply overheating, the same as it does when re-entering Kerbin. The heat shield is only protecting the bottom surface of the bay, not the sides, so the whole thing still gets too hot and goes boom. If you want to land a materials bay, you're going to need a bigger heat shield to protect the whole thing That or a boat load of dV and just plop into Eve's atmosphere at extremely low speeds. I can't remember when, but certainly after 1.0, the thermals of the game was changed
  22. I've always been slightly annoyed by this tbh.. it wasn't a failure! It was a totally successful mission! It also makes me wish impact probes were more built into the game... like an actual science part designed for lovely explosions
  23. I watch Scott's stuff for his wealth of technical and historical information on all things spacey. I'm not particularly impressed by his designs or flights etc. Though having said that I'm not particularly impressed by anyone's work... even landing on all bodies in a single launch. Why? Not because I'm a KSP master or anything, but because I know I have the tools to do it (KER) but building and flying such a design/mission just takes a LOT of time (so I guess I do admire the patience people like Inter, Vaos and other I can't remember atm have). I prefer more realistic/role-playing missions like sending out a probe to a specific system, surveying using ScanSat, choosing a specific landing site (probably near an anomaly) and heading to it in the next transfer window. Oh, and using as few parts as possible because my pc sucks.
  24. I'm never sure why people mentioned Remotetech when talking about comms.. it doesn't really resemble the complexity of remote tech but it is extremely similar to Antenna Range.. just a personal gripe, I never think Antenna range received the attention it should have and now its being forgotten entirely lol Also I don't use KerbNet much... is it really like SCAN? Can't imagine not using SCAN these days! Welcome! Always love to see a new player Has anyone mentioned the newly integrated Asteroid Day mod? It was an "official" mod (produced by Squad) but is now part of the base game. Wish they'd do the same with chatterer!
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