nascarlaser1
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Everything posted by nascarlaser1
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Flashing Lights in the Sky! Version 1.2.2
nascarlaser1 replied to Bottle Rocketeer 500's topic in KSP1 Discussion
Aliens!!! back on topic though, it is probably minimus or other moons/planets. -
Hi guys! I recently launched a mining satellite around Kerbin. The overlay and some of the number says that there is 0 ore (or any other resource) on Kerbin. The overlay just covers the entire world no matter what cutoff I apply to it. When I do a scan on the ground though, the readings give me normal readouts about the concentration. Mod that would possibly effect this: stock alike mining expansion: Community resource pack: All mods are installed via CKAN and are for version 1.2.2.
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Duna launcher.
nascarlaser1 replied to nascarlaser1's topic in KSP1 Gameplay Questions and Tutorials
Thxs everyone! in my picture I strapped the fuel lines and struts to the inside of the fuel tanks. I didn't realize they were important otherwise I would of taken a screenshot of the ship from above it to show the inside. @Weywot8 what do you mean by the actual craft? The picture I took was of the launcher I was using (I've changed it since then to mirror everyone's suggestions). I used a fake payload at the time since I thought I was going to upload it after taking he picture, but kerbalx disagreed with me on that idea . I couldn't upload the actual lander because there are some mod parts attached, so the payload would've been a substitute until kerbalx stopped working for me, by which point I'd already closed KSP and didn't want to wait the 15 minutes it takes the game to load (I use waaayy too many mods for stuff) just to take another picture. A picture of the original lander is posted in this thread: The newest version of the pictured version includes the modifications that @Scarecrow suggested in the above thread, including changing the engines out and removing the heat shield. If you guys do need an up to date picture of my lander/launcher, I wont be able to post it until next week because I probably wont be playing KSP for the rest of the weekend starting today . Thanks everyone! p.s. don't think it matters but if it does I am still playing 1.2.2. -
Duna launcher.
nascarlaser1 replied to nascarlaser1's topic in KSP1 Gameplay Questions and Tutorials
Thxs guys! 1 question, what is a parking orbit? all the things I've launched have been at orbits that normally either stop at 70-75km or that are super irregular (PE=70km AP=215km). I was also planning on launching this thing in one go a few minutes before my KAC alarm for the transfer window (which is set to ring 1 minute before the window appears). -
Duna launcher.
nascarlaser1 replied to nascarlaser1's topic in KSP1 Gameplay Questions and Tutorials
thanks! modifying launcher now! -
Duna launcher.
nascarlaser1 replied to nascarlaser1's topic in KSP1 Gameplay Questions and Tutorials
Thank you! 1 question though. For all my flights since I learned how to orbit, I have begun my gravity turn a soon as I clear any launch clamps I have. With the SRBs, I cannot turn well. Is it ok that I have to wait to do my gravity turn? All my rockets (except for starter ones in career) use LF/OX, and the ones the use SRBs go straight up and come straight down . -
Duna launcher.
nascarlaser1 replied to nascarlaser1's topic in KSP1 Gameplay Questions and Tutorials
As requested by @aegolius, @Weywot8 and @Spricigo Here is a photo of my launcher with a fake payload on top. the payload weighs exactly 15.580t (which is as close to the actual lander's weight as I could get it) and the rocket weighs 1,199.4t. the craft file was not uploading sadly, but as stated the launcher is literally 8 of the big tanks with 1 of the medium kerbodyne tanks on, all arranged around the middle stack that has just 1 of the big tanks in asparagus staging and 1 of the kerbodyne adapters on top since the payload is mk2 in size.. The payload is a probe core and bunch of random bits and pieces strapped together to make it the same weight. I use the big-s delta wings to maintain control. Thxs! -
Take-Two shoots down GTA V modding. Are we next?
nascarlaser1 replied to Fireheart318's topic in The Lounge
and the fact it teaches science/space stuff . -
Duna launcher.
nascarlaser1 replied to nascarlaser1's topic in KSP1 Gameplay Questions and Tutorials
Thxs! . I never ever touched the training missions in the first place lol, so going backwards doesn't concern me. -
Take-Two shoots down GTA V modding. Are we next?
nascarlaser1 replied to Fireheart318's topic in The Lounge
welp. time to back up a version of 1.2.2 incase this comes true . -
Take-Two shoots down GTA V modding. Are we next?
nascarlaser1 replied to Fireheart318's topic in The Lounge
Doesn't @SQUAD get anymore say in what happens to the game anymore? If so, wouldn't they stop it from happening? (I have 0 idea of how businesses work, so if I'm wrong I am srry) -
Duna launcher.
nascarlaser1 replied to nascarlaser1's topic in KSP1 Gameplay Questions and Tutorials
Thxs everyone! either later today or tomorrow if I have time I'll post some screenshots and possibly a craft file (Kerbalx is being annoying lately and sometimes it wont load for me). -
Duna launcher.
nascarlaser1 replied to nascarlaser1's topic in KSP1 Gameplay Questions and Tutorials
I am not sure how to test my launcher without the actual transfer window. I don't want to wait for the transfer window to appear, and then find out that my launcher is useless and have to wait for the next window to appear for a second test. -
Duna launcher.
nascarlaser1 replied to nascarlaser1's topic in KSP1 Gameplay Questions and Tutorials
This would be my first ever interplanetary travel (that was done on purpose, on my way to minimus I once forget to watch the map and end up close to duna's orbit ). I couldn't figure out how to test my launcher without the transfer window, so I was doing a solar orbit. I used KER to check the delta-v and I think it has enough. -
Duna launcher.
nascarlaser1 replied to nascarlaser1's topic in KSP1 Gameplay Questions and Tutorials
Thxs @Kryxal and @Pecan. I was going to try the docking idea, but my docking skills often (read "always") result in 2 space craft becoming 20 pieces of debris ... Is there anyway to build launcher that can do both? My lander is only about 15t (give or take a few decimals) so its not huge. I don't use maneuver nodes mostly because I have no idea how they work . btw I have no intention of coming home from Duna, so return stages aren't necessary. Jeb was caught stealing the snacks again, so he is banished to duna till I get better at flying . -
Hi guys! It me again... srry about all my posts about duna, I keep realizing that thinking I know how to go to duna is much different then actually knowing how to go to duna . So here is my (hopefully) last question(s) about Duna. I have my lander built and tested via hyperedit, I've got Kerbal Alarm clock installed and it says I've got 14 Kerbal days till my next transfer window, and I got all my emergency abort plans installed and ready. The one thing I don't have, is a functioning launcher for all this . My current launcher has 9 of the biggest fuel tanks and mammoth engines (1 in middle of stack and 8 around it for asparagus staging). This can get me all the way to orbit around the sun (this is me practicing without the transfer window), but as soon as I begin my retrograde burn, I run out of fuel. Am I overcomplicating things? Should I wait till the transfer window appears and then just launch this thing without any testing (since I already know that my current tests aren't exactly accurate without that window? Also, Are maneuver nodes absolutely required for going to duna, or can I just fly a simple mun mission where I just intercept duna and then descend? Thxs!
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thxs! this is super useful!
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Munless Night 1.3 Career Challenge
nascarlaser1 replied to Jetski's topic in KSP1 Challenges & Mission ideas
are we allowed to land stuff on the mun and such, just so long as I don't bring home science? -
This looks cool! 1 question, in sandbox mode, is there a big difference between this mod and using hyperedit and stock revert flight, or do they both end up giving the same data? I already have hyperedit so if they do the same thing I'll just either stick with hyperedit or switch over when I upgrade from 1.2.2 to 1.3.
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1.3 questions
nascarlaser1 replied to Esoteric106's topic in KSP1 Technical Support (PC, unmodded installs)
Uninstall the ksp that you currently have and the install the latest version off the website. If you want to backup your saved game, move the KSP saves file to the desktop before uninstalling. -
Its not all that bad. Squad needs money sooner or later, and since the rest of the updates are free, I'd gladly buy it. also, I don't know if this is the right spot for asking, but why do most people think that paid DLC is bad for games? lots of games have them and they don't force you to buy them.
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Petition to include all 2013 purchases for free DLC
nascarlaser1 replied to CjStaal's topic in KSP1 Discussion
I don't think squad should have to change any due date for any reason. also, Bill: "hey bob, have you seen Jeb lately?" Bob: "I last saw him making donuts" oops.... -
Petition to include all 2013 purchases for free DLC
nascarlaser1 replied to CjStaal's topic in KSP1 Discussion
imho, I would like there to never be any paid DLCs... but I know that in real life that will never happen . In this case, I don't think squad should change their promise. -
ZooNamedGames' Let's Play Series has Started!
nascarlaser1 replied to ZooNamedGames's topic in The Lounge
YAY! -
Given the type of game the KSP is, the only thing that I can imagine anyone, doesn't matter what company they are, could possibly make p2p is DLC expansion packs, which squad already started to make the history one a few months ago. Anything else would either cause the game to tank in popularity (and therefor money which would be unwise) and make the current fan base hate them ( which means less people buy said p2p stuff and therefore less money again). If T2 continues with the simple DLC expansion pack idea, I don't think they can mess up too badly.
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