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Everything posted by RealKerbal3x
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The present is a human construct. From the universe's perspective, every point in time has already happened, is happening, and will happen, simultaneously.
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When We Left kerbin - Chapter Twenty: Epilogue
RealKerbal3x replied to Angelo Kerman's topic in KSP1 Mission Reports
In that NASA paper it looks to me like the blimp's fins are simply for stabilisation and don't actuate. If you ever reconsider adding an inflatable envelope to Heisenberg, you might be able to get around that problem by simply having the fins integrated into the envelope (instead of as separate parts). It's your mod and your choice, but personally I would love to see inflatable airships in Heisenberg -
I took one of my capsule recovery airships, UKS Led Zeppelin, on a bit of a shakedown cruise. Out of the hangar (provided by Kerbinside Remastered). After clearing the hangar, I decided to take the airship to its maximum altitude. It will never need to do this in normal operations, but it's nice to know the limit of its performance. Turns out, it can reach around 15km before losing static lift. The sky is black at this altitude. With that complete, Captain Jenzon ordered that the ship be returned to its hangar - but not before a maximum speed test is completed. I did not get a screenshot of this, but it reached around 85m/s. Finally, with the ship returned to the hangar, I took a little 'family photo' with the crew. Many thanks to @Angel-125 for the excellent Heisenberg mod
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When We Left kerbin - Chapter Twenty: Epilogue
RealKerbal3x replied to Angelo Kerman's topic in KSP1 Mission Reports
@Angel-125 I'm totally stealing that airship-launched ascent vehicle idea when I eventually do an Eve mission -
Since in Mars' thin atmosphere hydrogen or helium just aren't gonna cut it, do you reckon airships using a vacuum for lift would be any good for Mars exploration? Considering that with electric propellers and solar power an airship would have practically infinite range, travelling at a much higher speed than any groundbound vehicle could, I think it would be excellent. I'd like to hear your opinions though Note: I certainly didn't come up with this idea, I just read it somewhere. There's a NASA article on this actually, have a look.
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Will KSP 2 be released to mobile?
RealKerbal3x replied to The quantum physicist's topic in Prelaunch KSP2 Discussion
Agreed. If KSP were actually coded from the beginning with mobiles in mind, it would probably work on them. Look at Simple Rockets 2: a game at least as complex as KSP but fully functional on mobile devices. Sadly for this idea, KSP was never designed for mobile devices, and I don't think it's likely that KSP 2 will be either. -
I don't think there are any monoliths on Jool, but maybe there are, just nobody's discovered them yet...
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Will KSP 2 be released to mobile?
RealKerbal3x replied to The quantum physicist's topic in Prelaunch KSP2 Discussion
The main problems with porting KSP to mobile devices: KSP has so many controls that putting all of them on-screen would make it seem way too cluttered, even on the largest tablets. You could make the buttons smaller, but then they'd probably be very difficult to press without accidentally pressing another at the same time. This game is extremely CPU- and memory-intensive. Most mobile devices have processors only designed for the simplest of games (think Candy Crush), and 2GB of memory at most. KSP needs to calculate extremely complex physics, which requires a PC-grade CPU, and at least 4GB of memory (at the bare minimum). Most mobile devices are simply not up to scratch. You could dumb the game down, but as @razark said, the experience would likely suffer. This may not apply to KSP 2, but a mobile version of KSP would probably suffer from the same limitations as the current console game, such as being several versions behind the PC game, and without mods. These are the reasons why I don't think any version of KSP will ever be ported to mobile devices. The same reasons stand for a Nintendo Switch edition of the game, which has been suggested multiple times in the past. Look at how disadvantaged the Xbox/PS4 port is right now - I can only see these issues being amplified for a mobile port. -
@amarillo114 I don't think this is a bug at all, or platform specific for that matter. On the Mun and Minmus, the gravity is really too low for a kerbal to run properly. You can see that in their bounding walking motion. On low-gravity bodies, the best way to get around fast is to use the EVA pack. Try running on Kerbin, it works better there.
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[Old] KSC Extended - v2.2 - Expanding your KSC in style!
RealKerbal3x replied to Damon's topic in KSP1 Mod Releases
Oh, OK! I was under the impression that it was simply supported by the latest version, not an actual dependency. I’ll take a look, from what I remember it adds a whole bunch of new bases around Kerbin, which is pretty cool.- 403 replies
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[Old] KSC Extended - v2.2 - Expanding your KSC in style!
RealKerbal3x replied to Damon's topic in KSP1 Mod Releases
@damonvv I've installed the latest versions of TSC, OSS-NTR and KSC Extended, but I appear to be missing some stuff. There's no runway at the new launch site, and there's a sizeable gap between the runway and the second SPH at the KSC. Have I missed a new dependency?- 403 replies
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OK. In any case, this is probably the files left over from one of my mods (since I simply copied the KSP root folder and deleted my mods to get a clean install) and not a problem with this mod by itself. Sorry for causing such a fuss I’ll try and find the Player.log, but since I have several installs that are all creating that log, I don’t know if I’ll find the right one. I’ll have to do some troubleshooting anyway.
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I have. The bug seems only to occur in daylight, and the second sun usually appears shining through the VAB/SPH walls, though sometimes it appears out of the doors (making it look like Kerbin belongs to a binary star system, interestingly ).
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@Sigma88 Sorry for keeping you waiting for so long, my internet was down for a couple of days. I did some troubleshooting on a 1.8.1 game with only the DLCs and EditorView installed: I was expecting the problem to be with my mods, so the result was unexpected. Then I figured that I should try installing the mod differently, to see if that solved the problem, but it didn't appear to.
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[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
RealKerbal3x replied to TriggerAu's topic in KSP1 Mod Releases
As far as the game is concerned, asteroids are parts, not on-rails celestial bodies like the planets and moons. That’s why you can grab them and move them around. In short: No, you can’t use TWP to go to asteroids, and since many asteroids pass through Kerbin’s SOI anyway, you don’t really need to. -
Maybe you could click ‘remove from symmetry’ on one of the fairing sides. Then you can probably change the flag on each side individually.
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@Mars-Bound Hokie I think I’ve got a good design for this challenge, but I’ve got a question. My design uses two LFO tanks which have been switched to holding only LF by the Simple Fuel Switch mod. It uses no mod parts, so would this be within the rules or not? If not, I can easily build a 100% stock version, it’s not a problem.
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[Old] KSC Extended - v2.2 - Expanding your KSC in style!
RealKerbal3x replied to Damon's topic in KSP1 Mod Releases
Yay! Looking forward to launching from that new site KerbinSide is a dependency now? Or just supported?- 403 replies
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As title. I've got a bit tired of the repetitive royalty free music in the game and wanted to come up with my own compilation. I'm probably going to have a bunch of Test Shot Starfish in there, since it's good space-y music, and maybe Starman, Space Oddity etc (this is going to be a mishmash), but beyond that I'm open to suggestions. What music is good for playing KSP?
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Sorry, I was distracted...I haven’t been able to take a look yet. I’ll probably have some time for troubleshooting tomorrow
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IIRC (correct me if I’m wrong) it’s an open-cycle gas generator. Basically, some of the fuel is diverted to spin a turbine that runs the fuel pumps, before being vented. On closed-cycle gas generator engines, it’s the same except the fuel is pumped back to the combustion chamber to contribute to thrust instead of being wasted.
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The microorganism. It eventually evolved to the point of being a chicken - but the ability to lay eggs probably evolved before. Therefore, by extension, the egg came first.