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Everything posted by LordKael
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I'm planning to have orbital stations around Tylo, Laythe, and Jool. Is that for landing and returning to an orbit, or just to land??? Also, from what orbit does that number assume the vessel is starting?
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So, I know there are tons of threads on all sorts of variations on the idea of reusable, including Scott Manley's Youtube series, and EJ_SA's Twitch stream with Condor 9 (Space X Falcon 9). My question is about the practicality of using a full reusable space program such that I can send infrastructure to a Joolian Orbital Station and be able to run missions on every moon without needing to keep shipping vessels and fuel and supplies from Kerbin. I'm playing fully stock atm, save for a handful of engines I modded myself. Any advice or building tips for reusable landers (for Tylo especially) would be greatly appreciated!
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Hold up, with batteries and capacitors, massive solar panels, and most of a month to charge? I think we may be able to get enough energy to project once a month, on the height of the new moon. Still massively expensive, but much more practical
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Build vessels with 100m/s acceleration, and you'll knock your Kerbals out every time. Translates to 10g's of acceleration in space, more if you're in atmo with that sort of acceleration.
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The easiest way to explain the differences between a flying wing and a regular fuselage/wing set up would be to build one and see how it flies. For example, take the very simplest flying wing set up for stock: Mk1 cockpit, the largest areoplane wings (FAT-455) and fuel/engines. This design, with the addition of a vertical stabilizer, flies rather well below Mach 1, with variable "best" altitude dependent on what engine you're using. I use this design with a "whiplash" engine for long range scouting of low atmo planets, as I've found that there is a great mass/lift ratio, resulting in lower take off speeds on Kerbin, which translates to a better flight in a lower density atmosphere.
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I would vote for a Space Station or general Kerbal Colony Program where the object was to build up your colony as much as possible, either by building up the infrastructure (ships, supply depots, shuttlecraft) and maintaining your expanse, or take it a half built scenario from the computer and have to make do with what's there until you can launch new components.
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Space Corporation mode
LordKael replied to Legendary Emu's topic in KSP1 Suggestions & Development Discussion
Or, even implementing a system of "Okay, now that you've done a contract to establish a colony on Duna for Company A, Company B would like the exact same set up on another part of Duna, and is willing to match what the first company paid". That's how the real market works, and would give incentive for players to come up with cheaper ways of achieving identical goals to improve profit margins. Thats how progress happens -
Space Corporation mode
LordKael replied to Legendary Emu's topic in KSP1 Suggestions & Development Discussion
In addition, a "Space Corp" mode could be responsible for maintaining colonies already set up when the game starts, hard coded into the game. For instance, getting a contract to establish a trade route between Duna and Eve that cycles 5 times in 5 years or something. -
That is an embarrassing mistake... but that you for clearing it up! I love your mods, and am really excited to be able to use this one!
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Look here: https://github.com/taraniselsu/TacLifeSupport/wiki/Help Here is the bottom chunk of the logs: http://hastebin.com/ivobuhuxil.sql It wouldn't let me post the entirety of the log, as it was too big, so I read through them until it started reporting errors
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I don't see how to get this, as I've never had a need to pull my logs. Could you/somebody maybe give a quick how to for it? much thanks.
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I'm using the stock toolbar, I dont see any controls in the part menu, other than the regular probe control type things, and I have no GUI window in flight. What logs do you need?
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I'm having troubles interacting with the Hangers in both editor and in-flight/landed. I don't have the toolbar icon that you reference in the wiki, and right clicking only gives me the stock tweakables, nothing special for hangers.
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Thank you good sir
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So, I'm not fully clear on what to put into my Gamedata folder. anybody able to help me out? Currently, I have the entire "Throttle Controlled Avionics-master" folder in my Gamedata folder, but the mod is not showing up in game. Any help would be greatly appreciated. I am running KSP 1.2, and the newest version of TCA from this thread.
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I understood that reference! to keep on topic, I have to say, the editor changes are quite nice, specifically the change of part highlight.
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why hyper to the surface? If you're going to play with cheats anyways, just build a reliable, super impractically heavy lander that can land anything cargo, and hyper edit it into orbit
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Why thank you good sir, you've removed my only major complaint with the update!
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Did anybody notice the lack of some really great features from 1.1 in 1.2? The one that really bothers me is that SQUAD got rid of all of the RCS options to control when it fires and all that.
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Mission to Duna Tips
LordKael replied to theradRusssian's topic in KSP1 Gameplay Questions and Tutorials
Duna is really forgiving on aerodynamics, since the atmo is so thin. As a result, you're going to get very little help from parachutes, but taking off is crazy easy. Make sure you pick a good place to land, as there are some pretty wide, relatively steep hills. -
Landing gear can't wait for 1.2, needs bandaid.
LordKael replied to cephalo's topic in KSP1 Discussion
I think you're seriously underestimating new players. The fact that they can't slam a plane into the ground with a 10m/s vertical speed, or have to move the plane over a few meters is certainly within the grasp of most minds, particularly the kind that pick up KSP. Having actually done exactly what you suggested very recently on a career save, I can confirm that the standard Cessna rip off I use for early game airplanes worked just fine, with almost no change in piloting or design. Correction: I actually moved the engines slightly, to shift the CoM compared to the forward landing gear. -
@RoverDude I just installed this wonderful addition to the USI suite, and had a question about the rover's ability to get in and out of the Mk-III cargo bay: The full size wheels don't roll/motor while retracted, which means they can't drive up the ramp into the cargo bay, and the small wheels (which fit quite nicely into the bay) are super jittery on the flat terrain just North of KSC. Could one or both of those potentially be fixed by a quick config edit/patch?
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
LordKael replied to RoverDude's topic in KSP1 Mod Releases
Yes. I've been using this mod for months.- 1,694 replies
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
LordKael replied to RoverDude's topic in KSP1 Mod Releases
I am experiencing the same issue: the Alcubierre drive does not function correctly if it is the root part of the vessel. When activated, only the Xenon Gas thrusters fire, and the warp function does nothing.- 1,694 replies
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