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KSP2 Release Notes
Everything posted by RealKerbal3x
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It rotates in six hours, but it orbits Kerbol in 426 days.
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The KSP 1.7.2 and BG 1.1 patch should make them easier to find.
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A little note that I forgot to include with the latest chapter: this week and next week, I have my end-of-year exams at school, and I need to study for them. This puts playing KSP rather low on the priorities, especially because flying airships across the planet is extremely time-consuming. Don’t expect a new chapter for at least two weeks.
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I know about the 1.7.2 RGB sliders, what @Shaymesis talking about is that in the trailer some of the Kerbals are wearing a suit which has blue highlights instead of orange (on the suit itself, not the emissive strips), and isn’t available in-game.
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I believe he means that in the trailer there are Kerbals wearing a blue version of the suit but in-game the orange suit is the only option.
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@Neoks The surface features don't appear in savegames created before the DLC was installed, unless you edit it manually. If you want to get the features, create a new save or edit your existing one (at your own risk!)
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Has the Mun Or Bust title screen been removed?
RealKerbal3x replied to nosirrbro's topic in KSP1 Discussion
For some reason, for me it's always the Kerbin title screen when you first load the game, and then it's the Mun or Bust screen until you close it. -
Has the Mun Or Bust title screen been removed?
RealKerbal3x replied to nosirrbro's topic in KSP1 Discussion
I don’t think it is. I get the Mun title screen all the time. -
Threads of the Month: June 2019
RealKerbal3x replied to James Kerman's topic in Threads of the Month
I’m pretty sure it’s a joke -
totm july 2019 Aristophanes the Frog
RealKerbal3x replied to Klapaucius's topic in KSP1 The Spacecraft Exchange
@Klapaucius Awesome! I’ll have to give this a go at some point. Also, since we can’t make custom sounds in-game yet, here’s something to complete this: -
totm june 2019 Breaking ground - Test Zone
RealKerbal3x replied to sgt_flyer's topic in KSP1 The Spacecraft Exchange
@sgt_flyer You can still use it to make a giant tank. Just use the largest servo for the turret and you’re golden -
How do I build a working helicopter?
RealKerbal3x replied to RealKerbal3x's topic in Breaking Ground Discussion
OK, I guess I can stick another FAT-455 control surface on the rotor tips. Probably a good idea...I found that reaction wheels tend to be rather inadequate by themselves for controlling attitude, and it’s probably pretty tricky to keep a handle on the altitude with the torque controls alone. Yeah, I figured. I originally built the helicopter with the smaller motors, but due to my other mistakes it wouldn’t lift off the ground and my first thought to remedy that was ‘moar powah’.- 11 replies
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How do I build a working helicopter?
RealKerbal3x replied to RealKerbal3x's topic in Breaking Ground Discussion
@FleshJeb Thanks for the advice. I did actually base the look of the copter on Brikoleur’s, incidentally...I’ll try pulling his craft apart to see how it works.- 11 replies
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How do I build a working helicopter?
RealKerbal3x replied to RealKerbal3x's topic in Breaking Ground Discussion
I believe they are slightly tilted, but I guess I should angle them more. I won’t be able to play KSP again until tomorrow, but I’ll give your tip a go then- 11 replies
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So, I spent the afternoon building this: It's using two of the largest rotors in a contra-rotating arrangement, with four fuel cells as power. My problem is, it stubbornly refuses to leave the ground, at least without tipping over and ripping the rotor blades off. I suspect this is something to do with the contra-rotating rotors cancelling each others' motion out, but I'm not sure. Since I've seen a lot of successful helicopters being build since BG released, I'm asking the experts how to get my chopper into the air safely.
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annoyed with rotors due to not finding effective purpose
RealKerbal3x replied to k00b's topic in Breaking Ground Discussion
Take a look at @Brikoleur's craft on KerbalX. He's created several helicopters which are effective and do have a purpose. Otherwise, I'm out. This is one of those arguments which you just can't win. -
annoyed with rotors due to not finding effective purpose
RealKerbal3x replied to k00b's topic in Breaking Ground Discussion
It doesn't matter. The point is, KSP is a sandbox game, and you can create whatever weird thing it is that you like. The only rules are the laws of physics. And while you can't find an effective purpose for the rotors, many others have. The DLC wasn't created for your benefit only. -
annoyed with rotors due to not finding effective purpose
RealKerbal3x replied to k00b's topic in Breaking Ground Discussion
Because the engineering challenge of building a functional helicopter, no matter how slow it is, is fun for a lot of people on this forum. KSP isn't just a space simulator, it's about being free to build whatever you want. -
Yes, I'm pretty sure that was SQUAD's intention
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The DLC added container parts which you can use to store the experiments. The Kerbals also have one slot of inventory so that they can place the experiments down.