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Everything posted by Dr.Wolfram
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That ankward moment when you build n' launch nice interplanetary ship, reach polar orbit of distant planet, detach altimetry/ore/multispectral scanner, after finding that sweet landing spot deorbit and drop few miniprobes so they land in different biomes for moar science and finally you land a capsule with big science-hungry rover... Mission succes!... aaaand the next day you discover an awesome mod that could have enchanced that science-hungry rover even more
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[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
Dr.Wolfram replied to Nils277's topic in KSP1 Mod Releases
Oh that bendy connector is absolutely awesome. It's space-trolleybus time! -
I already immagine sponsor contracts, like "accomplish something epic with our logo on your craft for extra funds!"
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[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Dr.Wolfram replied to Angelo Kerman's topic in KSP1 Mod Releases
Oh, I didnt knew how to tune CoB, thanks for advices!.. You sir should write a manual about this (awesome) mod Well, like i say: the more u play Ksp, the moar u learn Already knew the trick with propellers, i even reached pro-lvl where i park my ship in Jeb's style -
[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Dr.Wolfram replied to Angelo Kerman's topic in KSP1 Mod Releases
Hoolingan's plugin will aid you to stabilise the ship, but cannot save frop flipping. So here some good tips i learned being airship pirate ... ehm to avoid flipping: Add moar Gyro-rings Just add a loaded/semiloaded tank (or tanks in radial symmetry) below the ship along with some heavy gondola to drop that CoM... ...Or what i wanna try is building fight deck with gondola under the Led Zerpellin hanged by struts, something like on my desktop wallpaper Add moar powerfull gyroscope, Roverdude's Starlifter mod(if i remember well, but it's in one of his mods) has good and ultra powerfull gyros(but also power-hungry) Allign Center of Thrust of those lateral propellers with CoM of your ship, missallighning them will pitch the nose of your ship(having moar stable ship always helps) Talking about lateral propellers, i always added winglets to them (they're like additional unlimited Rcs but only when you're moving) Add moar Gyro-rings Aaand as Angel said you have to be patient with airships, those things are realy huge and heavy (means lots of inertia to steer or stop them) -
[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Dr.Wolfram replied to Angelo Kerman's topic in KSP1 Mod Releases
Ooh thanks for pro-tip. I just used MechJeb to know delta-V and to execute for me those long interplanetary burns while preparing coffee -
[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Dr.Wolfram replied to Angelo Kerman's topic in KSP1 Mod Releases
Nice one! That's inspiring me to create a science-hunting airships roaming Kerbin skies... Muaahaahahahaa... Ahem, wait, 4 hour flight? Are you using some kind of autopilot or mod for that? -
[1.2.x] Grand Prix v1.0 (1/7/17)
Dr.Wolfram replied to SuicidalInsanity's topic in KSP1 Mod Releases
Cool! Reminds me Trackmania -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Dr.Wolfram replied to Galileo's topic in KSP1 Mod Releases
Oh well... Since its all on purpose... ill focus basebuilding on Ceti then. Problem solved with 100% hack-free moons! (Cant wait to share some images, but first i need to find nice photogenic place). And @Yargnit,thanks for pro tip- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Dr.Wolfram replied to Galileo's topic in KSP1 Mod Releases
I noticed that Iota have really low gravity... call me masochist but i really like that difficulty at landing precisely cargo vessels (yup, im weirdo)- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Dr.Wolfram replied to Galileo's topic in KSP1 Mod Releases
Woah! This Solar System is Awesomelicious Really wanna try this planet pack, but i always tend to start my career oriented on Mün base building/expanding... so im just curious if its possible to add Mun, and if yes then how since its easilly for me to get confused- 7,371 replies
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[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Dr.Wolfram replied to Nils277's topic in KSP1 Mod Releases
Just started to build my Munar outpost few days ago... Aaand guess what? I chosed Neil's memorial site too!) You pic reminded me that i totally forgot to bring some illumination for monument -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Dr.Wolfram replied to Nils277's topic in KSP1 Mod Releases
Hello Palec, Here're some mods that could be usefull for you : -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Dr.Wolfram replied to Nils277's topic in KSP1 Mod Releases
Oh yeah, just noticed it there ... Nuuuu! I always started my outposts with Central Hub, i'll need lots of science to unlock that. Oh, well, time to commit some science genocide *ehm* expeditions -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Dr.Wolfram replied to Nils277's topic in KSP1 Mod Releases
Hi Nills, do u moved Central Hub from Meta-Materials? It's arrived that nice time of Career when you start to build your first science/colony/ISRU/factory-outpost on Mun. Just researched meta Materials and i cant find Central Hub part, so i looked in all of the technology tree branches and didnt saw it. So then i started Sandbox to just verify if Hub exists in game ...aaaand yup it is... probably its some kind of mod interference, first thing that comes in mind is Community Tech Tree... Edit: so i updated CTT, now i can see Planetary Hub in MetaMaterials, but nothing else, part is still missing -
StarKraft 2: Boosters of Liberty Mad Jeb - Fury Runway
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ExoMars 2016: on its way to Mars!
Dr.Wolfram replied to Frida Space's topic in Science & Spaceflight
Naaah, it didnt bit the dust... It lithobraked in kerbal style XD -
Thats some really interesting mod! I'd like to suggest different types of colonists, so instead of having one Handy-Jack-of-all-trades guy you have different colonists with different skills. For example someone with role of harvesting crops ( farmer colonist ), repairs role ( mechanic colonist ), someone that performs and resets experiments ( researcher ), some other colonists with handy roles for expanding your growing colony: miner, builder, space taxi driver, and some really, reaally good guys at setting things on fire ( like Jeb or Dr.Wolfram ) ... oh better nope...forget the last one
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Kerbal Space Program 1.2: Loud & Clear release date and more!
Dr.Wolfram replied to UomoCapra's topic in 2016
Looks like diorama with 3D-printed parts ...not sure- 418 replies
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Kerbal Space Program 1.2: Loud & Clear release date and more!
Dr.Wolfram replied to UomoCapra's topic in 2016
Maybe Kerbal armor... or just bunch of pillows attached together with duct tape for "softer" lithobraking- 418 replies
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The v1.2 Hype Train Thread - Prerelease is Out
Dr.Wolfram replied to Whirligig Girl's topic in KSP1 Discussion
Naah 1.2 was released 1000 years ago... its 3016 now... Welcome to Futurama!- 1,592 replies
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The v1.2 Hype Train Thread - Prerelease is Out
Dr.Wolfram replied to Whirligig Girl's topic in KSP1 Discussion
Kartman from SouthPark tried hybernation... it didnt ended well- 1,592 replies
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Oh thanks for clarification. Do u know perhaps any mod that have those nice-looking hubs? Just really like idea of biodomes
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Erm... i have some difficulties to install Hubs, everything else works well exept those, i cant see them in tech tree and in VAB parts list, probably i have putted them in wrong folder (but i just extracted them into GameData folder)... Any suggestion? I noticed that there're lots of "folder in folder" in that zip