Jestersage
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Raptor's Craft Download Catalog - Tested & Proven
Jestersage replied to Raptor9's topic in KSP1 The Spacecraft Exchange
If a craft have an old mechanism that can be depreciated by DLC, would you completely depreciate the old craft with no way to download it, or keep it as subassembly for other people to download, but not going to update it? I can think of, in your case, of you SkyLab clone, where the ATM will now be moved to position mechanically instead of using careful docking maneuvers; or even the Apollo LRV, where in both your versions involved the kart just hanging on the side or in an interior hanger, but now can be moved out by a hinge system. -
Can you elaborate? Do you mean, assuming a base part (say a capsule), one is mount on top by node, while another is mount radial to the capsule, and then use the tool to move (offset) such that it's above the other motor?
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I have been taking apart helicopters build by others (mainly the contra-rotors), but I still haven't quite figure it out. Can someone tell me how to put the two motors on top of each other?
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With the new robotics, there is a learning wall, if it's the same wall that protected Westeros season 1 to 4.
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Probably more for tutorial section, but what is "switchable action sets"? (my understanding for axis groups means can control things by WSAD for example)
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Good news: breaking ground introduce totally new element Bad news: breaking ground introduce totally new elements So I think we as a community should make some tutorials, and those that have access to the wiki can post it in there. Specifically: What each parameter for the robotic does Sample tutorial: making a prop engine Sample tutorial: Helicopter -- pick the simplest. In theory Coaxial Helicopter is simplest, but in practice I am still figuring it out Sample tutorial: "Walking" Dragline. I think this is the easiest "walker" Sample tutorial: 4+ leg walker Advance tutorial: bipedal walker. --- Quick blurbs that we can posts as "notes" be careful with autostruts, and even rigid attachments. If something doesn't turn, disable autostrut -- it can be either props or just normal servo/hinges. Also, rigid attachment affect the speed of a DLC-prop. Swept wings does not affect drag or stress on the wings for the most part Collapsing wings such that they are flushed against body, however, does. the motors in BG don't seem to work too well for making props unless you're going to Eve, and even then you only want to operate during the day. Contra-rotate propers: Given a base component, one is mount on top by node, while another is mount radial to the base component, and then use the tool to move (offset) such that it's above the other motor. Do not put one motor above another by nodes
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I think i finally found a use for stayputnik (Waiting to get home to try it: http://www.lemcat.it/2019/05/28/sputnik-57/
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Thanks. May I have the source for the changelog? Specifically, does this mean we do not have "new parts replacing old parts"? Also, what is the new value for Spark and twitch?
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- surface features
- robotics
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Kerbal Space Program DLC: “Breaking Gound” Grand Discussion Thread
Jestersage replied to UomoCapra's topic in KSP1 Discussion
That's what Costco hotdog is for. -
That's around 10:00AM PST. Guess I will start up a teamviewer session then to predownload.
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- announcement
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At what time will the DLC be avaialble on May 30, 2019?
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Another DLC based challenge in preparation for the DLC After watching too much Gundam, Jeb started to dress in Red and spammed random German words, but he want to take it further: He want to mimic the "Operation Britian". And since there that nice spanking new Munar Gateway... To do: Put either a Ring Station (of any size), or a Asteroid (of any size), or a lunar gateway clone. if it's the gateway clone, It needs to have a Lab, a Hab or Mk2 module, and a Service module. Place in Munar orbit somehow Design a walker. It needs to be able to walk on 2-4 legs, have at least 1x arm, have 1x KLAW to grasp objects in space. It needs to have reaction wheel (AMBAC purpose) Needs to be SSTO. That dedicate the mission profile PC Mission profile: Launch from one of the 3 KSC sites Using KLAW, dock with Munar Space Station Using the power of Mecha, transfer it to a Kerbing Orbit Using the power of the mecha , send the station onto KSC Land a distant away and walk toward KSC, until you reach within areas considered as KSC Console: Launch from Munar launch site Using KLAW, dock with Munar Space Station Using the power of Mecha, transfer it to a Kerbing Orbit Using the power of the mecha , send the station onto KSC Land a distant away and walk toward KSC, until you reach within areas considered as KSC Return to Munar launch site Since it's pre-DLC, I cannot think of scoring, but there are a few achievements I can think of: We are Zaku: Completion of above I swear this makes it 3 times faster: Make the craft as red as possible (note: stock only) Legs are only ornaments, the brass don't understand: Having 2 arms but no legs. Do not claim "We are Zaku" KSC is Sydney now: "land" the station right onto either VAB or teh Research Center Zeta era: The Walker can transform
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Yes, this one. It's basically 1 or 2 person observation plane. Are there any others that are similar designs? EDIT: No, Not Bronco-II, even though it is also a "low cost alternative to Jets/Helicopters" and for military. (I already made a jet-based Bronco II)
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I remember seeing the picture of a plane that is prop-propelled, and the cockpit is a large glass dome that extend all the wya to the floor for function as observation. Does anyone know the model/name of such plane?
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One way Payday 2 solved the DLC dilemma is to basically include DLCs (which they have tons) into oen package, and only offer that version. Then using Steam's ability to subtract price as needed, allow people to only paid for the missing DLC (which is how I got the Ultimate Edition withotu paying for the full price) Perhaps Squad can do that for KSP.
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Breaking Ground... What will you build first?
Jestersage replied to MR L A's topic in KSP1 Discussion
Debating between a prop/helicopter, Altair with Athlete, or a transforming SSTO. -
Kerbal Space Program DLC: “Breaking Gound” Grand Discussion Thread
Jestersage replied to UomoCapra's topic in KSP1 Discussion
Just embrace the new system. Or if you are as old as I am, find more stuff to do. I mean, the cost of this DLC is just one lunch dish in Downtown Vancouver, so it's not too bad. (Or the price for a bottle of Teacher's) Considering how old this game technically is, DLC if nothing else will help make it fresh. It's basically Windows 10 -- every iteration is a new version. -
Kerbal Space Program DLC: “Breaking Gound” Grand Discussion Thread
Jestersage replied to UomoCapra's topic in KSP1 Discussion
Well, that's how they sell thing in the largest gaming market. -
So while we wait for the DLC, I decide to put up one of the few craft that will never have manipulator or robotic legs: My Shu'guang/Gemini clone, the Upriser YiX. It's a replica style build, so it only have minimal reaction wheel for basic stability and having a lot of extra part counts to mimic the Gemini's structure. I do plan on expanding the YiX, and in fact was actually built and updated since MH came out. While there could be a munar version, the next in line would actually be a Big gemini-inspired craft, which hopefully offer a cheaper orbital transport then my current offering. EDIT: I think at the rate Squad teased the DLC, I will hold off on building anything that may do science..
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Kerbal Space Program DLC: “Breaking Gound” Grand Discussion Thread
Jestersage replied to UomoCapra's topic in KSP1 Discussion
By the way, is the DLC "Braking ground" or "Breaking Gound"? (referring to this thread's title) -
Efficency of RCS angle
Jestersage replied to Jestersage's topic in KSP1 Gameplay Questions and Tutorials
Didn't even know about its actual existence (but I had a gut feeling) until today. Thanks.