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Everything posted by Geonovast
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I can cross one eye, and it never stops freaking people out.
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Second on Konstruction! I also recommend getting DockRotate so you can align everything perfectly. The snap rotation system in Konstruction is not as precise. After installing those, a small bit of save file editing should also let you convert your normal clamp-o-tron jrs to the Konstruction! ones (they use the same model and are exactly the same size) so you can weld what you already have.
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totm aug 2023 What funny/interesting thing happened in your life today?
Geonovast replied to Ultimate Steve's topic in The Lounge
I hate you so much{.} Is that ole' toasty 1049? -
I used to do it all the time. I had a really bad habit of ejecting the service module right before re-entry while pointing perfectly retrograde. More times than not that came back to bite me in the bumper. Closest non-related debris event I had was within physics range, but barely. I had a piece of debris from a previous vehicle whiz by somewhere between 1 and 2 km away during a launch.
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Space shuttle model at ames nasa
Geonovast replied to Flying dutchman's topic in Science & Spaceflight
If you want a decent perspective on size, here's Endeavour strolling through the streets of LA. -
Space shuttle model at ames nasa
Geonovast replied to Flying dutchman's topic in Science & Spaceflight
The only one used for glide tests was the Enterprise, and it's rather securely locked away in a museum. That thing is way, way too small anyway. The shuttles were much larger than that. Wind tunnel maybe? If it was used for anything important, I think it's weird they'd leave it outside. I have a feeling it was just for display. -
Working with fairings in the editor
Geonovast replied to Majorjim!'s topic in KSP1 Suggestions & Development Discussion
I support this endeavour. It's one of the reasons I sought a fixed fairing mod. You might enjoy this. Works fine for me in 1.7.0. The open/closed switch is amazing. -
totm aug 2023 What funny/interesting thing happened in your life today?
Geonovast replied to Ultimate Steve's topic in The Lounge
I was out mowing yesterday, had my headphones in. A song was just starting as I came back into the house. I shut the door, and popped my headphones out while I removed my shoes. I did not stop hearing the song. It was pretty much seamless, it was like I didn't even take my headphones out. The song just kept going. It just so happens that my daughter was blasting the very same song from her radio in her room. I popped one of the earbuds back in, and they were less than a second out of sync. I don't think we could have done that if we'd tried. -
I seriously doubt the CoM is that high up the solar panel. Regardless of where it is, if the CoT and CoM line up, it won't be a problem. There wouldn't be any torque applied. If the CoM is up the sail at all, the nozzle would simply be angled to compensate for it, just like how rocket engines gimble to adjust for a moving CoM. To an observer used to Sci-Fi, the space shuttle probably looked pretty stupid with its OMS burns. I love how I did a google image search for "Space Shuttle Center Of Mass" and like half the results are KSP pictures.
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KSP not autosaving or quicksaving
Geonovast replied to edwin.robert's topic in KSP1 Technical Support (PC, modded installs)
Can you EVA? You could EVA them out first, and then cheat the kerbals back home individually. -
KSP not autosaving or quicksaving
Geonovast replied to edwin.robert's topic in KSP1 Technical Support (PC, modded installs)
Why? Cheat the ship to Kerbin orbit, then cheat a rescue craft into orbit, and EVA the kerbals over to the rescue ship, and recover that. -
Are we still pretending the wheels/legs aren't broken?
Geonovast replied to Geonovast's topic in KSP1 Discussion
The CoM in its condition is right about where the solar panels are. That center fuel tank is completely full. Ideally it would be lower, yes, but it's not "quite high". I know how to build a lander. I have put landers down on the Mun that were this tall with narrower stances and have never had it just immediately flip. Landing legs did not used to launch landers straight back up like this, as Fraktal put it: It's possible to have one leg hit the ground before the rest of them with literally any configuration. Even if it had hit solely on one leg, which it didn't, it should not have that ability to immediately fling something on its side like that. But you're completely missing the point, which is that the physics are so broken that the legs made it crawl uphill, backwards. -
The lander touched down perfectly level at roughly 3 m/s. It then immediately flung itself to the ground, then began climbing uphill, a roughly 8 degree incline. It crawled a good 50 meters before it stopped.
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Well, I dunno. In your OP you had specific things that it seems the DLC will be able to handle. But now with the concept of attaching things to, say, the cargo bay doors, I'm all on board. That would be nifty. However I'm sure there's a very specific, hard to work around (aka expensive) reason why the game doesn't allow us to do that.
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Depends on where you plan to put it. If you're going to LKO, then yeah, way overkill. I just built as station as you described, and got it into a 300km x 257km orbit with: 1st stage: Twinboar (engine/fuel) and Rockomax Jumbo 64 (fuel) 2nd Stage: RE-I5 Skipper (engine), RC-L01 (probe core), Rockomax X200-32 (fuel tank), AE-FF2 (fairing), TD-25 (decoupler) Station: 2 Hitchhikers, Lab, Cupola, Clamp-O-Tron, 4 DTS-M1 antennas, 6 Z-400 Batteries, and 2 Gigantor Solar Arrays. This left me even 849 m/s to play with a different orbit / de-orbiting the second stage.
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I've had the same thought, so I tossed together a small patch that I will be integrating into SN once I update for affecting other mods. (With a B9 Switch) I added a top and bottom node, both at the same location inside the mount. That way the two pieces you put on the top and bottom are still touching. Note that I have no idea what this will do to drag since the game won't actually see the two pieces touching. This is probably why the creator went with surface attachment. Patch in the spoiler. This does not disable the surfaceattach ability, so you'll need to hold the mod key to temporarily disable surface attach when using the nodes. (Unless you're attaching something to the mount)
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Adjusting liklihood of contract types
Geonovast replied to Geonovast's topic in KSP1 Gameplay Questions and Tutorials
I might be able to make this good enough. I changed both max allowed settings to 1, and made it so it should give me kerbal-only contracts. Once I clear out the current contracts I have going, hopefully this will adjust to where I want. -
That's the same thread I was asking it for...
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I've noticed that on every launch I've watched. But since everyone was always saying everything was nominal, I figured it was normal.
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This is kind of shocking, but I'm actually playing a no-revert career right now that managed to last more than 20 minutes before I got bored. I'm still pretty early on, haven't gotten any Duna contracts yet. I am getting a lot of rescue contracts. I just opened Mission Control and there are 5 new rescue contracts there! I still have 2 in progress! Morality dictates that rescue contracts be completed immediatly, all other priorities being rescinded due to my LS mod. I know the life support for the stranded kerbals doesn't kick in until they're in physics range, but immersion, self-set rules, etc etc. Anywho, I would like to have some way to tone down those types of contracts. I still want to get them, ideally I'd like to never have to hire a kerbal, but I need them..like.. 25% as much? Any way to do this in stock with a config tweak, or are there any light mods that would otherwise leave the contracts as they are?