nascarlaser1
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Everything posted by nascarlaser1
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Jeb's new Hot Rod gives him a healthy glow
nascarlaser1 replied to Soda Popinski's topic in KSP1 The Spacecraft Exchange
wheres the fun/challenge in that? . -
Jeb's new Hot Rod gives him a healthy glow
nascarlaser1 replied to Soda Popinski's topic in KSP1 The Spacecraft Exchange
kerbals glow when they are heated??!.... time to throw jeb inside a cockpit near the sun!!! -
Jeb's new Hot Rod gives him a healthy glow
nascarlaser1 replied to Soda Popinski's topic in KSP1 The Spacecraft Exchange
How did you make him glow!? -
Kommunity Space Station 1.4.1
nascarlaser1 replied to 53miner53's topic in KSP1 Challenges & Mission ideas
@53miner53 The community space program seems to have died out , so I don't think it matters if there are more bases in this one. -
How to successfully set up CKAN?
nascarlaser1 replied to nascarlaser1's topic in KSP1 Mods Discussions
thxs! -
Hi guys! The title is my question. I've asked two times prior to this on the main CKAN thread, but no ones answered . I really want to get my mods back, but it tells me that my KSP game is not installed even though I've played it repeatedly. Thanks!
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[1.12.x] State Funding Continued - MM added as dependency
nascarlaser1 replied to linuxgurugamer's topic in KSP1 Mod Releases
What is considered a left for dead kerbal? one that's on an impact course with the sun ? -
would ground construction also work for the later challenges?
- 10 replies
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- minmus base
- modded
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[1.12.x] State Funding Continued - MM added as dependency
nascarlaser1 replied to linuxgurugamer's topic in KSP1 Mod Releases
what is the difference between "Kerbals are stranded" and "kerbals are left for dead"? -
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
nascarlaser1 replied to politas's topic in KSP1 Mod Releases
can someone help explain how to set up ckan plz? I forget how, and its driving me crazy . I don't need it right away, but I would really like to finish my heavily modded mothership . Thanks! Edit: I am using the windows version. -
Kommunity Space Station 1.4.1
nascarlaser1 replied to 53miner53's topic in KSP1 Challenges & Mission ideas
this is looking cool! For the seven part rule @Galacticvoyager, if you need RCS you should use detachable tugs like @Ultimate Steve mentioned. This means you can have 2 RCS tanks. with the RCS blocks attached to them, not the module, and after docking the module just jettison the two tugs so that you can have them either become debris or you/someone else can bring it back into the atmosphere so it will burn up. -
Could I design stuff and give you the craft files off of kerbalx, and you guys fly em out where they go? I would but I currently do not posses the skills toget past minimus . Stuff I would design and test on either Kerbin, Mun or Minimus: rovers planes small lifters for getting stuff to orbit landers for the colony ship (hyperedit is my friend when it comes to testing these ). random other bibs and bobs for fun.
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Kommunity Space Station 1.4.1
nascarlaser1 replied to 53miner53's topic in KSP1 Challenges & Mission ideas
is this a continuation of the CSS made by @Scientia1423? -
Space Elevator and Refuel Station
nascarlaser1 replied to Sgt Doomball's topic in KSP1 Suggestions & Development Discussion
oh ok. -
Space Elevator and Refuel Station
nascarlaser1 replied to Sgt Doomball's topic in KSP1 Suggestions & Development Discussion
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Space Elevator and Refuel Station
nascarlaser1 replied to Sgt Doomball's topic in KSP1 Suggestions & Development Discussion
if the stock game came preinstalled with a refueling station, it would defeat the challenge of building one your self, which is what makes the game (for me at least) fun. It would also stop you from being able to make it "your station" since it would be identical to everyone all the time, it would not be unique. -
oooh ok. I redact all that has been said then . I thought it was just a random video showing that the orbit was possible. (I'm still new to all the terminology, so I don't exactly know what a synchronous orbit is, but since that was the main point of the discussion I put in what little I knew, which was obviously not enough lol. Google time!).
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given that his "Station" had an engine strapped to the bottom and a huge fuel tank, I'm thinking he did something like this: 1. launches the station from the surface and flies it so that it skims the top of the minimus flats without making it actual orbit (he might of gone on an a super low escape trajectory). 2. waits till the station is in physics range 3. does what he shows inside the gif. Given that the station was moving so fast and so low, and he was able to match the speed perfectly, I'm thinking it wasn't a space station, but infact it was a rocket that took off form the surface of minimus with a low altitude and high speed. I've done similar things with rovers and biome hoppers looking for easter eggs from about 500m up. I have not done anything that size though, and I never thought of even trying to match my speed with another moving vehicle. I agree though that it seems impossible to make an orbit with that much precision with game physics. (unless he modded his game with korpernius to make it possible ??)
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yay! Now to just fix my CKAN issue to get my mods back .
- 1,554 replies
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- ship construction
- launchpad
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