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Everything posted by IronCretin
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Shielded docking port node!!
IronCretin replied to Arugela's topic in KSP1 Suggestions & Development Discussion
You can add and remove the new fairing nodes, so it might be possible in 1.2. -
[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
IronCretin replied to sDaZe's topic in KSP1 Mod Development
Is there a way I can edit this to be 2x stock scale? Most of the replica mods like BDB and Tantares recommend that for balance.- 2,401 replies
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We're looking at surface speed, and Justintime505 made his entry before I clarified the rule about Kerbals.
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Thanks for your questions. I guess pilot assistant would be fine, as it's an engineering challenge. FAR is fine, I'll make a separate leaderboard. As for dives, i did one, but it didn't really help me that much, as all those junos are pretty draggy, so I'd say go for it. I'm gonna say you need a kerbal, because that sort of sets a lower bound on mass. You don't need to land or recover the kerbal, though.
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Juno speed challenge! Challenge: Take a kerbal to the fastest speed possible, using only the "Juno" jet engine. Rules: No engines or other means of propulsion besides the Juno. Stock (Informational and assist mods are allowed). If enough people are interested, I can add a separate FAR leaderboard. Please specify your game version (aero was changed in 1.2, but not everyone is on the prerelease) No cheats. (aero gui and overlays are okay) You must have at least one kerbal on your craft. (Optional) Scoring is determined by surface velocity. Dives and other maneuvers are allowed Give a screenshot of the craft and the f3 screen with max velocity Repeat entries are allowed. Leaderboards: 1.2: @swjr-swis: 801 m/s @Justintime505: 796 m/s @swjr-swis: 757 m/s @IronCretin: 755 m/s 1.1: FAR: @Van Disaster: 720 m/s Uncrewed 1.2: @Justintime505: 796 m/s @Thomas H.: 777 m/s My entry, in 1.2, made it up to 755 m/s:
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New Contract type: Challenges
IronCretin replied to Waxing_Kibbous's topic in KSP1 Suggestions & Development Discussion
That's what the milestones are for. -
Will we be able to see the new shaders ingame?
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- totm march 2020
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Sounds like it would make a great challenge. http://forum.kerbalspaceprogram.com/index.php?/forum/25-challenges-mission-ideas/
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25 meters, with a lander and a science package. I landed a rescue lander a similar distance away.
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New Contract type: Challenges
IronCretin replied to Waxing_Kibbous's topic in KSP1 Suggestions & Development Discussion
How about lifting specific payloads? You get the contract to insert a payload of some mass into some orbit, and when you accept it, the payload appears in you part menu, and you just have to build a rocket to lift it to the orbit. Or maybe secret payloads? Like, all you know is the approximate mass, and its inside a fairing or somesuch. -
This is the best thread on the forums.
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Optional Kerbin Ground Stations
IronCretin replied to ReconXPanzer's topic in KSP1 Suggestions & Development Discussion
There already is one, don't worry.- 2 replies
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Science Overhaul Idea
IronCretin replied to Jonfliesgoats's topic in KSP1 Suggestions & Development Discussion
There is a thing that tells you what science has been collected. Click on "Science Archives" in the upper left corner. -
Here's the oldest one I could find in my steam library: It was for one of those part test contracts that needed a specific altitude and velocity. My solution was to launch it on a big booster, and then slow down with engines on the front at the appropriate time.
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If you look at both the parts and their real-world inspirations, you'll see that the boar and the twin-boar have somewhat different engines.The Boar is based on the F-1 engine from the Saturn V, and the Twin-Boar is based on the Pyrios boosters from the Space Launch system, which would use 2 F1B engines, which are slightly different from the F-1.