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Everything posted by Not Sure
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IMO, with that engine, it looks kind of balanced. Its huge! on the second smallest fuel tank! maybe it needs that drag to make it not super OP and competition for the vector.
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There's an unrelenting slew of bugs with the 1.4 release it seems. Got one more for you. Kerbals in an EVA chair inside a cargo bay/fairing are not considered stowed and produce (lots of) drag. This destroys a lot of SSTO designs like @Cupcake...s who submitted an official bug report, and my land speed record attempt with some details here:
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Im currently trying to set a land speed record in stock, and i've gotten to 2130m/s with a craft already equipped with an eva chair inside a closed mk1 cargo bay. However when i do the exact same craft but with a kerbal, i cant even break 900m/s. Drag is beyond crucial here, and when I focus on the kerbal with aerodynamic view on, I see he is producing a large amount of drag. Tried putting him in a faring, as well as a faring in a cargo bay. Isnt he supposed to be shielded by these? was this changed in an update? People like pics, so this is what im talking about (except the right bay would be closed. front is open for unorthodox reasons.)
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I would take this over 1 patch every month for 3 months, and only for the mods.
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Ah thanks a ton, I wont touch anything. You're the best, man!
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That's good, kinda surprised that it got through. Okay lastly, what did you edit to get EE to work? im a little blind
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I checked, its not in there, its in the .DLL sadly. Maybe i can take a crack at the source code if there is any.
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I feel so bad for @linuxgurugamer rip. Probably won't change the mods much, but he'll have to rename them and change the versions for Editor Extensions Redux for example, because doesn't work in any other version besides for the one it was released for. Always amazed by the dude, over half of my mods are maintained by him.
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Had to download a mod, then saw the alerts for all my mods being outdated, this gave me a heart attack. Hope things are still compatible, looks like they will be.
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[1.4.X] OSE Workshop Continued - KIS Addon
Not Sure replied to Aelfhe1m's topic in KSP1 Mod Releases
Yea this mod is a must-have for my career games, it's the only significant part mod is use. Eagerly waiting for 1.4.1 update. -
SSTO Tylo No Refueling Or Docking
Not Sure replied to DAL59's topic in KSP1 Challenges & Mission ideas
It then depends on your definition of “stock” as the computer mod is called kOS, and with a MM patch, you can add it to any part. -
Customizing available parts for teaching
Not Sure replied to Klapaucius's topic in KSP1 Gameplay Questions and Tutorials
I don’t know the code myself, but I know it’s possible to remove stock parts from the game because mods like Ven’s stock revamp do so in order to replace them. Side question, what parts would you remove? I’d say they’re all pretty functional, don’t see what ones would hurt. IMO, if they aren’t modivated to go to the Mun, then they won’t go there. And remember it takes most of us many many missions to land on the mun and return. -
I don't understand how money works
Not Sure replied to Gorman's topic in KSP1 Gameplay Questions and Tutorials
Contracts have an "advance" and "completion" reward. By accepting the mission, you get some money (realistically the money you would need to build the vehicle) and by completing the mission you get the reward money. -
STS Replica losing control during reentry
Not Sure replied to Jollyranger's topic in KSP1 Gameplay Questions and Tutorials
A big point in your aircraft learning curve is learning the effects of the placement of the COM. Just because the COL is behind the COL, does not mean it will be stable. As you pitch away from prograde, your COL will shift forward and will naturally fly in front of the COM making it unstable. to be clear, the problem with all KSP shuttles is that the COM is too far back. of course, with a lot of things, there’s a mod for that called Better COL. It will show you your REAL COL as well as the stability at different speeds, altitudes, and AOA. You may be able to fix this by clipping some wings into the front and adding weight to the front. -
[1.4][1.7.7] GravityTurn continued - Automated Efficient Launches
Not Sure replied to AndyMt's topic in KSP1 Mod Releases
Isn't it coded that way? On kerbin, it should go horizontal at 30-40km. However, for RSS, I don't think that altitude was changed to cope with the difference size and therefore it does it too early. -
I want to get to Duna... How?
Not Sure replied to Jollyranger's topic in KSP1 Gameplay Questions and Tutorials
Ships arent measured in units of fuel and engine. Look up KSP dV to get an idea of how space maneuvers work -
I agree, I think the sunflares should cut out after a certain distance, but general star brightness should be increased.
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- kerbal space program
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This used to be a previous bug, but it was fixed when Kopernicus and Module Manager was updated. Make sure you have the most most up to date versions of those two as well as moduleflightintegrator
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Landed on a exo-moon without any cheats!
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Is it a REALLY close encounter with a speeding comet or a star in a galaxy?
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