-
Posts
4,119 -
Joined
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Geonovast
-
[HELP] Rescue 4 tourist and Jeb Mun low orbit
Geonovast replied to Yinyin974's topic in KSP1 Gameplay Questions and Tutorials
Why build another rescue craft with a return capsule and all that when this thing just needs more gas? If you can latch onto it... just pump some more fuel into it. If you don't have the klaw, then I would use the rescue craft to simply push the stranded ship into a return trajectory. -
After a few quick tests, it appears that parts attached to the inside nodes in the Mk3 cargo bays are, in fact, occluded. If someone who knows way more about the game's drag could confirm or deny, I would appreciate it. Despite what the review said, the bottom side nodes on the Mk3 stuff is only on the outside, but I add them to the inside as well. I'll likely put some inside the Mk2 bays too.
-
Mind sharing? This goes against my understanding of multi-docking, which I'm probably wrong on as I don't do it.
- 1,473 replies
-
- parts
- construction
-
(and 1 more)
Tagged with:
-
Make RTG units have halflife
Geonovast replied to lajoswinkler's topic in KSP1 Suggestions & Development Discussion
It's a good thing we're talking about a video game then, and not real life. Best to actually make the distinction. -
Make RTG units have halflife
Geonovast replied to lajoswinkler's topic in KSP1 Suggestions & Development Discussion
I disagree, but I can see your point. But "That person not playing the way I play" =/= "Cheating" People "stomping it down" just illustrates that not everyone plays the game the same way. How did adding planets and maneuver nodes make anything harder? If you don't want to go to the other planets or use the nodes, guess what? Don't use them. Forcing players to have an RTG decay isn't right. Add to the game, sure! Even make the decay default on the normal difficulty level, I can get behind that. But put in the off switch. -
Make RTG units have halflife
Geonovast replied to lajoswinkler's topic in KSP1 Suggestions & Development Discussion
Why does every suggestion have to make things more realistic? It's a game. If you want a perfect simulator, then go play something else. Let's just remove all difficulty options, default the only game mode to the hardest possible one, and make sure no new players ever join. I mean, why is the extra ground stations option even a thing? Or the plasma blackout? Or the require control option? You can just turn off commnet, after all! It's clearly the same thing. The RTG is not the same as turning on infinite EC. In order to do anything major EC intensive stuff, such as ISRU, you would literally need a ton of them. -
My First SRB To Orbit Rocket!
Geonovast replied to Johnster_Space_Program's topic in KSP1 Mission Reports
I have! The real trick is getting something to orbit using ONLY Sepratrons. I got pretty far with getting an Mk1 pod up once, but things started getting weird once I was lighting a couple hundred of the things at once. BTW your rockets will go together a lot nicer if you turn on angle snap. It's the one green. When it's a hexagon instead of a circle, everything snaps all nice, and you won't get your radially attached parts being attached at a slight off angle like you have there. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
Geonovast replied to IgorZ's topic in KSP1 Mod Releases
I went back to 1.16 because of the SEP issue. But I would be happy to do some testing if you have a specific environment you want tested. -
Make RTG units have halflife
Geonovast replied to lajoswinkler's topic in KSP1 Suggestions & Development Discussion
As long as it's a difficulty option, I'm on board with that. I also think it should be significantly heavier. -
Unfortunately, it doesn't appear to. I just did a quick test and I'm getting an "Unknown Part Modules" error on the craft when you go to open it. I'm not sure how that would matter. The only aero concern I'm aware of is if anything attached to the nodes for the inside of the Mk3 cargo bay would be occluded or not, which I'll be testing on shortly. I'm hoping to push another release in a few days. I'm planning on adding nodes for: Space shuttle wing/control surfaces Structural truss adapter Octostrut Mk1 Lander Can Radial parachutes Landing Gear I'm also looking into some limited symmetry functionality.
-
Which makes sense. However, the things seem to be rotated on all three axis, instead of just one to compensate for that. The part will try to attach at some obscure angle in all three directions. You mean in node_attach_top? It's just a name, the game ignores everything after the second underscore, I could name it node_attach_kerflipisklop and it wouldn't make a difference. No, all individually place.
-
I do believe that one set would weld, and the other set would just end up being clipped in.... Or the whole thing would explode. Why don't you try it out?
- 1,473 replies
-
- parts
- construction
-
(and 1 more)
Tagged with:
-
Hm.