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KSP2 Release Notes
Everything posted by qzgy
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How about this? X-13 Vertijet - Stock replica of the 1950's era experimental test jet Or this? XV-4B - Stock replica of the craft with the same name.
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You know we are talking about the mun, right? I guess that technically these numbers do apply, but they shouldn't be the same for the mun.
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It might be that they just take an orbital laser and zap the stuff out of existence before quietly cloning the Kerbals and the parts that were "recovered".
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They can, just about, I think. But do you really think IRL pilots can hold on to a cockpit hatch if the plan is flying at 100 m/s (200-ish mph)? No. Also, as far as I know, they weigh about 90 kg, about the same as a person. Bit on the heavy side, but still reasonable. The drag .... i'm not so sure. Also, why should they "stick" to things? They have boots. Unless I'm mistaken, boots do not have magic glue on the bottom to make kerbals stick to anything. I can agree, in certain cases, it would be nice for kerbals to have some friction on moving surfaces. But they sholdn't be sticky. No. Just cause you are in the air, but kinda landed, doesn't mean aerodynamics should take a hike. That would be breaking physics, which is the thing you are trying to "fix". And if you really want, you could have the down thrusters on the plane to prevent it from taking off again. Rovers can flip in real life. So can cars. Why shouldn't KSP rovers be able to do the same? Or for that matter, why should they be sticky? Again, they don't have glue on the bottom. Fixing physics doesn't mean changing them so its convenient for you. Fixing it means changing it to emulate real-life to some degree. KSP is not perfect, but its kinda accurate. Maybe? There's a thread about this. This implies fluid calculations or something. I'm not sure, but this could take more effort than its worth. How often do you actually build a boat to go on the ocean? Also, think about that of the player landed, they still bobbed up and down. Could be annoying.
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Hi! Please try to give more information next time than a period.
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@Krog34 - that looks quite good for a turboshaft helicopter. @Azimech can probably give you more advice on his stock turboshaft thread, but I would say (in my limited experience) maybe to add another blade and move the engines a bit further out to the edge of the heatshield. Link to the thread
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KerbalX.com - Craft & Mission Sharing
qzgy replied to katateochi's topic in KSP1 The Spacecraft Exchange
Me thinkst as well. I could get to my profile page, and check one comment before it stopped working. Edit: Further testing suggests only profile pages are working - 500 errors appear elsewhere. As a side question, what are 500 errors? -
Maybe. As I understand, launching into higher inclined orbits does take more delta-v. I don't know any numbers about this, so I'm not sure if a 50 degree or so inclination would make enough of a delta-v difference to make a struggle to get into orbit... Does anyone know rough numbers?
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Extra mass, changing the delta-v equation? I would guess that, but I don't think it should make much of a difference.... (unless its a super tight margin of error mun mission)
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Not to burst your bubble, but someone already made this here... But could be useful.
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Hello @leroket! I like people who play with stock parts. But usually I play with about 10 or 20 other gameplay mods (KER, PreciseManeuver, etc.). Hope whatever time you spend/waste here is enjoyable!
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LV-T45: can't launch at 120km
qzgy replied to mercuriandruid's topic in KSP1 Gameplay Questions and Tutorials
I would say to follow what Snark above has done. You can also try directly attaching a fuel line from the tanks to the LVT-45 just to make sure it gets fuel and also right clicking on the engine to see if it is activated. Staging isn't always reliable if you do funny stuff with it. Really though, better to replace with a LV-909 terrier if you can, if this is the last upper stage -
Kessler syndrome? I'm guessing its a lot worse IRL. Also, about rabbit noses...
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Quantum entanglement of Jeb. I cloned Jeb accidentally (somehow with a bug in TakeCommand, I guess) and then, after a minor crash, it seems whatever controls were given to Jeb 1, Jeb 2 did the same. I have a video.
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As far as I know, no. What I would say to do is to open up a sandbox game and play with the parts there and come back with questions on the gameplay questions sub forum. You can also try finding tutorials on youtube, but check to make sure they are fairly recent.
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Oh, like the Hitchhiker's guide to the galaxy trilogy of 4? Weird. But that's ok.
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Kinda reminds me of this xkcd what-if https://what-if.xkcd.com/24/
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Add a colonization system
qzgy replied to sirgoodman's topic in KSP1 Suggestions & Development Discussion
I'd like to be able to do colonization. but, LS.... maybe not so much. Having it as an option would be good -
Crewmember Trait: Doctor
qzgy replied to Bisbeejim's topic in KSP1 Suggestions & Development Discussion
It would be nice, except it wouldn't do anything in the stock game except become an extra person to carry around unless some sort of life support and health system is implemented. Also, these other occupations seem kinda useless to carry onboard a ship. Why do I need a geologist when I already have a scientitst? And why do I need a miner? Kerbals in the stock game can't build anything. In addition, you really want new players to a) figure out what each trait does (sure it would be on the wiki, but it might not be intuitive) and b) basically carry around a colony ship of people with many specializations? I don't think that works. Besides, current space programs have very few people aboard any one ship, with the most I can think of being 7 on the shuttle. The people, therefore, have to be able to do many things good enough, instead of many specialized people on the mission. TL;DR - Would be nice, but not needed and maybe too much. I'm sure others could also chip in to this discussion. -
Wow. Cars aren't really my thing, but the drawings are super nice.
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I just came to give an opinion, it seems. I actually don't know what I do much here - Half sharing stuff, half discussing things or giving opinion, half trying to help.
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Finished off that battleship from yesterday. By that, I mean I added lights.
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New Stuff! Stock ships, including a large battle ship. Also added the XV-4B from X-plane of the day.
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Ok, the large battleship is on KerbalX. Not sure how well it works as an actual battleship, but it looks pretty. https://kerbalx.com/qzgy/Battleship-Princeton Needs to be self armed. There are "mounting points" (cubic octagonal struts), or you can attach it to the top I-beam spine, hidden in the super structure.