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KSP2 Release Notes
Everything posted by Brent Kerman
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Wait, what version are we using here? Some mods are 1.1.3, others 1.2.2. I only have 1.2.2
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OK, I will definitely make a new install, I will never remember what parts are from the correct mods. I notice you have Dangit and kerbalism, kerbalism has random failures already.
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I have no idea what FMRS is, and can Kerbalism be turned off in a save game? I use snacks and I can turn it off for this challenge, but when I install Kerbalism can I turn it off in my other saves? On the other hand, would a separate install be better? I have Kerbal Joint Reinforcement and my rockets might not work as well without it.
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I think I'll be a LP. Two questions, is comnet on? If so, are extra ground stations on? Also, "No SSTO's". Are Rocket SSTO's allowed, or must they stage away while suborbital? Edit: Oops, no rocket SSTO's. How is recovery possible of first stage unless you all but reach orbit? I'm not trying to be critical here, but seriously want to know how to do that. Mechjeb cant fly it unless it's in focus, right?
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If you could meet any five people, who would you meet?
Brent Kerman replied to Ultimate Steve's topic in The Lounge
1. Elon Musk 2. Scott Manley 3. Felipe Falanghe 4. Any Moon Astronaut 5. @Kuzzter , @Just Jim , or @KSK -
Three Skipper efficiency
Brent Kerman replied to Human Person's topic in KSP1 Challenges & Mission ideas
I have a Delta IV Heavy using skippers in one of my saves, but it was accurate and had an upper stage. I don't think it could get much of anything to orbit without it.- 15 replies
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- no asparagus staging
- asparagus staging
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They were never fired, just armed. The point wasn't to "intentionally make you dead", it was more "tell us if this is a prank or not, or we fire". The kerbulans would probably get along with me, I use BDA and NAS. (And my currently not working well KRAKEN MISSILES TM)
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- totm mar 2024
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Ok, it was a prank. USSK Kommand to Starship Kraken, disarm the missiles.
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- totm mar 2024
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@IncongruousGoat, @DarkOwl57. Nuclear missile launch codes are 8711534. You have my permission to fire.
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- totm mar 2024
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I'll get my 300 part Starfighter, the one with the Kraken Missiles. Mwuhahahaha.
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- totm mar 2024
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If you go to @Kuzzter's page, he keeps checking on here, probably laughing. WE SEE YOU KUZZ!
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- totm mar 2024
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You can fool all of your readers some of the time, some of your readers all the time, but you didn't fool me this time!
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- totm mar 2024
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This is what happens when you try to create negative mass
Brent Kerman replied to quasarrgames's topic in KSP1 Discussion
@Danny2462 needs to see this. I think he would find a way to make this "useful". -
I remember the Minmus glitch was mod related. What mods do you have? EDIT: Old thread here, I think its related, http://forum.kerbalspaceprogram.com/index.php?/topic/59890-found-a-big-purple-ball-on-minmus/&page=2
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I've been watching live. Web would drop out just before it got away, when I got back on it was already floating off.
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Is there a probe control room build for 1.2.2? I can not find any.
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With deployable radiators distance doe not matter, they cool the whole ship. I do know high timewarp used to do goofy things with power sometimes, I don't know about current version. The drill has a line: Temperature - 123.45K/500.00K. The drill is most efficient at 500.00K. Lower or higher is inefficient.
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That's odd, 1,000x works for me. But that N/A is on convertotron, not drill. N/A because converter is not running. EDIT: Wait, I've never gone that fast with an asteroid, only on planets. Time for some experimenting!
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They are deployable, so yes, they should reach. Did you turn them on? I have forgotten that many times. I would click on the drill and watch its temp and efficiency stats, see what they do.