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KSP2 Release Notes
Everything posted by Gojira1000
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A mere 13 years, 340-something days. She probably needs a shower.
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OK this was a lot of work
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One of these days I'll do something useful
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I really do need to make a space station and shuttle, now. Problems, problems
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This could have gone worse.
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Spaceplanes lose control on reentry.
Gojira1000 replied to storm_soldier2377's topic in KSP1 Gameplay Questions and Tutorials
Do you have a screenshot of the craft showing CoM and CoL? And remember to check it with the fuel tanks empty to simulate re-entry. Usually either CoM is behind the CoL due to mass shift or you're trying to maneuver at trans-sonic speeds and get a flat spin as a reward. But that's guessing. -
1.2 Hard Career Mode Diary - Episode 1
Gojira1000 replied to Gojira1000's topic in KSP1 Mission Reports
And the Tourists have arrived- 3 replies
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1.2 Hard Career Mode Diary - Episode 1
Gojira1000 replied to Gojira1000's topic in KSP1 Mission Reports
Ugh, science grind time- 3 replies
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1.2 Hard Career Mode Diary - Episode 1
Gojira1000 replied to Gojira1000's topic in KSP1 Mission Reports
And the second diary entry. So far, so good, comrades.- 3 replies
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Edit - It's a video diary. I'm curious how far I can get before all the wheels fall off.
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What Facts Do We Know About The Devs Leaving?
Gojira1000 replied to Mycroft's topic in KSP1 Discussion
The only person in this thread with any first hand experience in the situation is RoverDude. Be smart and listen to him. Primary source, people. -
What @Regex said - basically, KSP is done, so now you need a much smaller team. Also excuse me while I go try to excise the node-execution code from Mechjeb. *sound of burning motherboard*
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Contract orbit error margin
Gojira1000 replied to The Aziz's topic in KSP1 Gameplay Questions and Tutorials
It's fairly forgiving, but f5 well before your burn -
[KSP 1.8.1] SCANsat [v19.1] -- Dev version [February 20, 2020]
Gojira1000 replied to DMagic's topic in KSP1 Mod Development
Super happy to have this back in 1.2 - thanks very much @DMagic for all your hard work! -
My general rule of thumb is nose up 45-55%, PE at about 32-35 km for normal orbital speeds.
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Did Something Change with the Mk16 Chute?
Gojira1000 replied to kinnerc's topic in KSP1 Gameplay Questions and Tutorials
If you're seeing the chute mounting point pop-up on deployment and the capsule explode try adding a pair of drogues and deploy them prior to the Mk16. In 1.1.3 using Ven's I had some chutes institute RUDs when forces piled on too quickly. Only suggestion I can think of. I have NOT noticed this behavior in 1.2 at all -
My lazy, inefficient landing sequence - 1) Reach an 11 KM orbit. Hit f5. From a 11K orbit burn retro to get yourself in a nearly vertical drop onto your chosen landing spot. 2) Put the navball in Surface mode, click hold retrograde 3) Punch engines up to max at around 2000 meters to get a feel for how quickly you are able to slow down 4) Punch again at 1000 meters with an eye to slowing to about 50 m/s 5) Fiddle with the throttle in the last 200-300 meters so that (optimally) you wind up at about 10 m/s at 100 meters. 6) Much lighter fiddling, your goal should be about 5 m/s at 50 meters then ease it down to land at about 1 m/s 7) Hold f9 if one of the above steps fails abysmally 8) Plant flag
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I was going to put up a solar satellite mission, but any Kerbal named Ermy Kermin gets rescued first in tribute to R. Lee
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I tip my hat to another member of the "I got back from Tylo Club" It's both an honor and a horrible, horrible memory.
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