Turf
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Everything posted by Turf
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Nah, HyperEdit hasn't updated, so I cannot join.
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[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
Turf replied to girka2k's topic in KSP1 Mod Releases
*sigh* KSP startup takes 10-15 minutes in my computer, and closing KSP takes seconds or 30 seconds. I would try to use the auto-reload but mind the incompatibility.... Give up? (Y/N) -
Demo Part Military Combat Vessels
Turf replied to Burning For New Frontiers's topic in KSP1 Challenges & Mission ideas
Where's the leaderboard? Did I accomplish nothing? -
Does KRnD makes scaled engines with TweakScale works without scaling engine power? I bet launching a 'Kickback' SRB scaled up to 20m not scaling the engine power. I guess I'll give up on KRnD because of TweakScale incompatibility.
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The High G Challenge! Kill yer Kerbals, get a badge!!
Turf replied to EVA_Reentry's topic in KSP1 Challenges & Mission ideas
You beat me (14 million points) with 32 million points I'll have the second place, I'm not really moody for now because SQUAD updates patches so fast that almost all modders missed the 1.1.1 patch to update (1.1.2 is only one day after 1.1.1). I may retry after I've got enough free time. P.S. How did you made a hyperbolic entry to Kerbol system? Epoch editin'? *checks wiki* Mean anomaly at epoch editin'? Or just ludicrous delta-V? -
Benefits of Karbonite over stock fuel
Turf replied to Waxing_Kibbous's topic in KSP1 Mods Discussions
Very high on thrust but burns really fast. I think the benefits that if you seriously spam 'karbonite exospheric harvester', you'll be able to visit everywhere (although it adds weight, which is pointless). Alternatively, you can convert karbonite into stock fuels to use on high ISP engines. Win? -
Demo Part Military Combat Vessels
Turf replied to Burning For New Frontiers's topic in KSP1 Challenges & Mission ideas
Before, I flew them to 82km orbit, and it weighs 9.61 tons in stage 2 with 4 missiles ready to fire! (The weight in orbit depends on how much fuel left) -
Demo Part Military Combat Vessels
Turf replied to Burning For New Frontiers's topic in KSP1 Challenges & Mission ideas
*sigh* I accidentally lost the writing, so I had to rewrite the entire thing again.... That Demo Minmus landing is 2 days ago. Here's my entry "Low Orbit Missile Launcher" The album here doesn't update, but not that fast, so go here for updated one (I gave https because it's safe :D). It weighs 45.9 tons in LaunchPad, has 95 parts in 4 stages, has 4 SRB RT-5 Missiles with probe core and reaction wheels, which allow to guide the missile. The solar panel can be deployed by pressing 1 The missiles can be launches independently by pressing 2, 3, 4, and 5 If you're interested to get the .craft file, tell me and I'll put the download link. I'm awaiting for OP to decide which category this rocket goes into. -
Demo Part Military Combat Vessels
Turf replied to Burning For New Frontiers's topic in KSP1 Challenges & Mission ideas
I made a demo rocket and made it to Minmus and back. Well.... -
Demo Part Military Combat Vessels
Turf replied to Burning For New Frontiers's topic in KSP1 Challenges & Mission ideas
I recommend only using the demo version to compete because the difference between demo and full version. -
Demo Part Military Combat Vessels
Turf replied to Burning For New Frontiers's topic in KSP1 Challenges & Mission ideas
Is there a scoring system? Or everyone that launched one or more missiles gets listed here? -
Demo Part Military Combat Vessels
Turf replied to Burning For New Frontiers's topic in KSP1 Challenges & Mission ideas
Hadn't checked them out, now I've installed the demo, and acknowledged it. Thanks for telling! Sacrificing Kerbals weren't bad if it's fighting for honor. -
Demo Part Military Combat Vessels
Turf replied to Burning For New Frontiers's topic in KSP1 Challenges & Mission ideas
Lol, mods don't work on demo. Lol, you still can see Kerbol (the Sun). Runway does not work in demo, that means no spaceplanes, and launching missiles done by launching it on rockets. Guided missiles using liquid fuel engines requires GUIDE from a command pod (there is no probe in demo?). That means we have to sacrifice a Kerbal to launch one guided missile. Enough talking, I'll try this one if I had time using demo version. -
Then what? A 20m scaled I-Beam 200? I'M IN!!!
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Well, when I tried to go to outer planets (planets with farther distance from Kerbol than Kerbin's distance from Kerbol) using Kerbal X using Eve, it seems that Kerbal X slowing down. So I think it's easier to go to Moho then, challenge accepted!
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We can probably reduce the amount of parts by using single long parts than many short parts.
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[WIP] Kompetitors - Looking for crowd sourced scenarios
Turf replied to a topic in KSP1 Mod Development
Well.... To fix my suggestion, I changed my suggestion so kompetitors might progress faster when they are left behind (of course, you'll also have to progress faster if you're left behind against kompetitors because they won't slow down). -
And lag. Look, mods aren't magic.
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So, in the avatar, they did went to Duna to fake Mun landing huh? Why go farther to fake out?
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Well... Use Better Time Warp to time warp up to 100 times. Use gravity assist, planned and precise maneuver, etc.... Adding more ion engines are making more worse since it adds more mass, fuel, and electric charge consumption. Add 4 Gigantor solar panel. Add as many radial batteries as you can because they are massless, be sure that it's enough to do a very long burn.... And patience.... I would try this but in 1.0.5 or 1.1?
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[WIP] Kompetitors - Looking for crowd sourced scenarios
Turf replied to a topic in KSP1 Mod Development
Wait. If the kompetitors can fail, how about people that reverted to launch everytime one fail to launch? Reverting to launch is a big advantage against kompetitors and it is not cool. Maybe disable revert to launch. Some people might try to load a previous save that has progress before installing mod, and ended up kompetitors haven't launched their first vessel while you might have made bases on Duna. However, it's not nice to delete a save with your efforts go to waste. Make the mod guess your progress in un-modded saves to give kompetitors equally start position and same milestones. Example: -You have landed on Duna = Kompetitors also have landed on Duna. -You have orbited Kerbin = Kompetitors also have orbited Kerbin. -You have entered SOI of Laythe = Kompetitors also have entered SOI of Laythe. -etc. kompetitors should progress faster when they are left behind (of course, you'll also have to progress faster if you're left behind against kompetitors because they won't slow down.) Make the mod disable reverting, disable quicksave, and maybe borrow KCT's simulation mode so they'll have fair advantages and possibly plan the flight via simulation mode. The first idea is possible by crawling over your milestones on your saves. The second idea might make the game quite harder, it's up to you to implement it. -
KSP Automatically Starts in 32-bit Mode
Turf replied to JackDugan's topic in KSP1 Technical Support (PC, unmodded installs)
Make shortcut to open the KSP_x64.exe, blam! Of course, this workaround fails when you need to use Steam, for some reasons. -
Permanent Worlds Challenge [Modded OR Stock challenge]
Turf replied to Planetace's topic in KSP1 Challenges & Mission ideas
I'll try.... After I've installed all the mods.- 30 replies
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Know what? Better Time Warp. Activate Lossless Physics. We can land on there safely.