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Everything posted by Resender
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Ok,my plans for a pole relay failed a little,the Mün is to close to Kerbin to be visible from the exact poles but it is visible from near the edge of the capes and very close to the pole itself. But Kerbol is always up on the exact pole. Also both poles of Mün are criss-cross of ridges,valleys & map seams,so you can't land there,I did however found some small spots near it's northern pole,where you can land a relay. Now the plan is to position smaller connectors around the noth pole of Kerbin using the pole relay as the centre,this way allowing signal to always go across the planet.
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Procedural Airships development thread
Resender replied to RadarManFromTheMoon's topic in KSP1 Mod Development
This what I've been looking for (if it works my plans that is) Since I use remotetech & plan on building out a ground network on Kerbin first, these could help me lift relays to places hard to reach by plane or rocket. Also I never understood hooligan's lab buoyancy,every time my craft started lifting the buoyancy would drop like a stone -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Resender replied to Arsonide's topic in KSP1 Mod Releases
I've been wondering,I got oks/mks & tac installed & fineprint gave me a mission to establish a base on Minmus that can at least support 5 Kerbals and hold for 10 seconds But could I just land a lander with crewcapacity of 5 and tac support to keep them alive for the journey home & back -
Okay I don't know if this is a bug or not,but I was experimenting with the buoy idea a few posts back,making several craft(I developed them in sandbox) (which cost around 35,000 funds each) to sit in the water & act as com's relay. The relay worked fine,but when exiting time warp or loading the buoy,the communitron-32,sitting on top would disappear,I haven't tested it yet wheter the same thing happens on land or whether this is an issue with the antenna breaking off due to the craft being 'splashed down'
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Well it seems to keep itself upright
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So this was supposed to be a ground based antenna,but instead it landed in the water SO it's a com buoy now
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Now something that sprang into my head this morning,are contracts for comm connections possible ?
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I got a question to the development team about a feature that Cilph was working on before haven to resign from development, namely bouncing off the signals off the atmosphere allowing greater ranges,has that idea been scrapped completely
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I tried this a few versions of both KSP & RT2 ago,but I tried another path namely to the north pole. Since Kerbin doesn't have an inclination towards it's star it's always dusk at the pole. Mün is also always visible from the pole,so my idea was to make a relay like this on Kerbin to its northen pole,then link to 1 or several relay's on the Mün poles
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Well development isn't going to end per say,what squad means by scope complete is that all the objects,features are going to be present that can be reused for other stuff. *Like we might see new planets,procedurally generated,unique for each save,using the asteroid spawn & biome mechanism *With destroyable buildings this opens up the door to settlements on Kerbin,either player of game generated that will add an extra difficulty when launching stuff. *The inclusion of the first vanilla cargo bay opens a the door to for instance stock fairings *new aerodynamics model suggested What we are going to is similar to Minecraft, the basics are their,minor updates will introduce new items/missions based on the structure in place (like new blocks in MC),major updates might include new features that were just thought off. But most of the updates between beta & full release will probably be bug fixing & client optimization, the problem with the 64bit versions are routed within the 64bit version of the Unity 5 engine (on which KSP runs) so that won't & can't be fixed by SQUAD directly. Multiplayer is going to be another fun factor we'll just have to wait and see how they implement it.
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Well when I wrote the post I had just come back home from a 9 day trip to San Francisco,I come from Belgium,hadn't slept in 18 hours or so,lousy passage through LHR almost missing my flight due to inefficient security setup for flight connections & a 1.5 hour landing delay due to bad weather holding pattern and an aborted landing cause the pilot in front of us ignored instructions from the flight control off LHR. For me the dropdowns add additional time I can not waste as I quickly want to switch between doing a manouvre a certain time from now or when a condition is met,like match velocity with target,which I usually use in 2 stages. 1)At closest approach,to match & approach the target within a 100 meters 2)At 0 seconds,to match & approach under 30 meters
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The Falloron 7,as show on Tanuki viewer submit stream (14/09/2014) I made this craft to achieve my fastest plane speed,it can also liftoff from KSC head east & do a complete loop around the equator in about 45 minutes. It's fastest speed was around 2243m/s but that was just to attempt best speed. I've been using it for all the in flight tests as the bay allows for a great place to hide components,needs parachutes to land after tests though. It's successor the Mk 8 was a complete failure (speed wise) and will not be selected to continue the line
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I've been testing out a few new mods,both for potential LP value & own enjoyment, one of them is the station science and they asked me to capture an asteroid more or less,something I had never succeeded in. So this time instead of trying to meet up when it was going through Kerbin's SOI i send out a catcher to meet up in interplanetary space before it met up with Kerbin. And success only downside,the catcher craft is almost as big as the asteroid (B-type),didn't expect it to be that small.
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OK I got a mission to resue a kerbal from orbit,5 days after the mission I launch rescue 1,I aproach him. I match speed,I'm 10 meters away from him, I can't fly him. The tracking station is showing him as a Kerbal,but I can only track him,I don't seem to be capable of taking control. I'm running .24 64 bit I got Mechjeb,Kerbal Engineer redux,Kethane and the scansat 6 installed,all the .24 versions.
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I've actually experimented with a groundbased relay network on Kerbin,worked pretty well but the distances between the relays was not consistent,I was waiting for 'over the horizon' (if it ever comes from it)
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Now-defunct-thread-that-should-not-appear-in-google-search.
Resender replied to Cilph's topic in KSP1 Mod Releases
I did not see their had been a community fix when I made the post,so at the time I wrote it I didn't know a fix had been made by the community -
Now-defunct-thread-that-should-not-appear-in-google-search.
Resender replied to Cilph's topic in KSP1 Mod Releases
Short answer:yes Long Answer:currently a lot of features of this mod became broken or started misbehaving after the .23.5 update,so use at own risk. As stated in the title, the mod is not supported by the mod author since he's busy irl (in real life) Support & new development will continue after the .24 update for KSP slated for somewhere in the coming month. -
Now-defunct-thread-that-should-not-appear-in-google-search.
Resender replied to Cilph's topic in KSP1 Mod Releases
Thank you I had been looking for this for a couple of months now -
Now-defunct-thread-that-should-not-appear-in-google-search.
Resender replied to Cilph's topic in KSP1 Mod Releases
Also not the entirely correct place to complain,the issue is more likely cause by a change of how engines are classed & mechjeb not recognizing them,for now I'm going to play vanilla sandbox for my channel & hope that in .24 I can get a very good ground based network up -
Now-defunct-thread-that-should-not-appear-in-google-search.
Resender replied to Cilph's topic in KSP1 Mod Releases
Poor luck indeed,I haven't moved in over 28 years and I turned 31 yesterday -
Now-defunct-thread-that-should-not-appear-in-google-search.
Resender replied to Cilph's topic in KSP1 Mod Releases
Well I made a network to the icecap from ksc,as for the mathematical problems I can't help with that since I don't do higher math much in live -
Now-defunct-thread-that-should-not-appear-in-google-search.
Resender replied to Cilph's topic in KSP1 Mod Releases
Yes then explain to me how its possible,to get over ground connections of over a 100km long? But near the poles I lose connection after 10 km -
Now-defunct-thread-that-should-not-appear-in-google-search.
Resender replied to Cilph's topic in KSP1 Mod Releases
Ok so Kerbin isn't a perfect sphere. Ok the ground network won't be feasable with the current version. I'll design a manned polar relay station for Kerbin itself