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Everything posted by Cykyrios
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Bienvenue sur le forum ! D'après ton avatar, je vois que tu as déjàexpérimenté pas mal avec les EVA
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Post merged from "Lets Talk About the new Planets!", since they serve the same purpose. cocomoe1002, you can take a look at this picture from what-the, which shows all known bodies of the new system at this time.
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I believe 80% of DLC from big companies are just another way to get more money from their customers. For smaller/indie companies, I can understand that development is slower-paced and they want to release their game(s). Only when they continue working on those games do they sell DLC. In the case of KSP, what good would there be to a DLC? Paying for new planets? Paying for custom Kerbals? The latter would be okay, but the former would be really irritating to all those who already paid for the game (especially when its price is higher). Anyway, I'm sure any kind of additional content is out of the question at least until the game reaches completion (1.0).
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[UNOFFICIAL/FANMADE] 0.17 Discussion Thread 2
Cykyrios replied to kacperrutka26's topic in KSP1 Discussion
Indeed. I would like to remind you all that this thread is for discussing announced features for 0.17, the list of which can be found here. We all want to see version 0.17, but please, try to remain on topic -
Help with my orbits and Mechjeb.
Cykyrios replied to bradley101's topic in KSP1 Gameplay Questions and Tutorials
MechJeb is actually pretty simple to use: you open the Ascent module, tell it what altitude you want your orbit to be, and you can also choose the heading/inclination and change the ascent profile. Once set up, everything is automatic and you'll get in orbit (provided your rocket can actually do it). -
What is this orbit called?
Cykyrios replied to Binky's topic in KSP1 Gameplay Questions and Tutorials
It's simply a polar orbit, as far as I know. Do astrophysicists love naming things that much? -
Simply trigger them by repeatedly pressing shift, then when the dialog box appears, check its options; you can disable them from there.
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There is no rule for this, but you should always keep an eye on both your speed and altitude. Assuming you have already killed horizontal velocity, make a short burn (a few seconds) and see how your speed changes. That should give you an idea as to how your ship is able to slow its free fall. Keeping in mind that getting close to the Mun means you will need more thrust, you can eyeball when to burn. I personally like to make several burns rather than a big one that may begin too late, but with practice, you can save some fuel.
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Very good one My craziest "accident" happened while experimenting with artificial gravity: I took a Kerbal in EVA, put him against a cylindrical part, and spun it. Another Kerbal then went out of the command pod while the thing was rotating at full speed, and he crashed, dying on impact...
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I know you can capture another object with landing struts (I actually made a video about it), but by "practical" I meant that only attempting to do this would require at least the 5 hours you need to travel from Kerbin to the Mun. And I didn't say you have to release all landers at once, but rather that if you release one, and then proceed to land it, then all the other landers will drift through the transporter ship (due to the 2.5 km on-rail threshold), so you would need to drop all of them before landing one. Which brought me to the conclusion that once docking is there, we can rendezvous with the ship several times, travel the another moon/planet, and release one lander without problem; but until then, it might be too time-consuming and restricting. EDIT: and by the way, sorry if my previous post sounded a bit rude to you, wasn't intended.
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Ahem. You did not try this, did you? As you may know, when ships go on rail, their orbits will generally desync and they will drift away from each other. So, there are two problems here: 1) you cannot have your transporter capture all the landers except if you bring them all within 2.5 km prior to trying to grab them. 2) you cannot timewarp at all once you have done this, and must make sure to put a released lander into a stable orbit, as well as release all landers, before actually trying to land without losing all the still attached landers. Of course, the challenge itself seems interesting, but it isn't practical to do until docking is implemented.
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Well, I have also experienced wild landing legs gone deployed on their own, but using the popup menu usually moved only one/the rest so they went back in sync. It may have only been in 0.15, though, but when nothing's wrong, the way it works is indeed that all the legs that were placed in symmetry will toggle at the same time.
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I see what you did, there. Never thought of it though, nicely done
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While it may not look pretty, maybe you should add a few struts here and there to strengthen your space station.
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Yeah, I know, but Nova said that it would be better if it was juuuust powerful enough to barely lift you off the surface of the Mun. As it is now, it's so powerful that tapping the keys very briefly is almost too much for precise control. Well I guess that means no more orbiting Minmus from the surface, we'll have to do with Bop.
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Well you might be a little late with this, as about half of the planets and moons are coming with 0.17, and the other half will come either in 0.18 or later, and I'm pretty sure they already have some ideas. I agree other systems would be nice later on, though.
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F1*, F2 will toggle the UI. Using built-in screenshot functions is always easier than pressing PrintScreen and cropping (or not) the picture.
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Keyboard only here, though I've tried flying planes with a joystick once, and it is easier. I haven't used it since, though.
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If you're not coming at a deadly fast speed, you can hope your Kerbal will not die upon impact. The EVAPack is not supposed to be very powerful, and will probably be nerfed in the future.
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Low altitude stability: gimballed or aerodynamic?
Cykyrios replied to Seret's topic in KSP1 Discussion
With the current drag model, adding winglets will probably reduce your speed, but would be compensated by the higher thrust. If the stage your winglets are in gets above 10 km, they will lose their ability to stabilize your rocket. I personally prefer using gimballed engines only, and if high thrust is needed, I put a gimballed engine on the center, and several non-gimballed ones around (for size 1 engines only, size 2 engines are all gimballed). -
Maybe a screen of your graphics options would help, but I have no problem here, shadows are cast on the rocket. I also have everything maxed, here's a little screenshot:
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[UNOFFICIAL/FANMADE] 0.17 Discussion Thread 2
Cykyrios replied to kacperrutka26's topic in KSP1 Discussion
Speaking of which, will Kerbol be focusable like the other planets? It could be pretty useful for those of us who try to determine angles for interplanetary travels.