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Everything posted by RealKerbal3x
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Runway blowing up ahead of my aircraft
RealKerbal3x replied to Klapaucius's topic in KSP1 Discussion
The runway destruction mechanics are a bit janky. The runway is split up into several destructible segments that will break if you hit them too hard, but it doesn't matter where on the segment you hit; the whole segment is destroyed anyway. I think the game is just like 'ok, he hit runway segment x at y speed. Destroy segment x.' -
Recompiled capsules
RealKerbal3x replied to Xd the great's topic in KSP1 Suggestions & Development Discussion
@Xd the great Mk1-3 = Apollo Mk2 = Gemini Onion = Vostok Pea/Pomegranate = Voskhod The Mk2 is already based on Gemini, and the Onion/Pea/Pomegranate is based on the Vostok and the 2 and 3 seat versions of Voskhod, respectively. However I do agree that a Soyuz pod is in order for Making History, so we can do an Apollo-Soyuz mission properly. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
RealKerbal3x replied to IgorZ's topic in KSP1 Mod Releases
Try KAS. IIRC, it has tether parts. While they may not be specifically designed to be EVA tethers, they should work nicely. -
What's your favorite part about the recent update?
RealKerbal3x replied to FinalFan's topic in KSP1 Discussion
The new burn time indicator is definitely my favourite part of the update. While there are some niggles, such as the burn indicators for nuclear engines being broken, that and the part revamps point the way forward to an even better game. -
Well done! Now try going for a crewed round trip. You need 500-600 m/s of dV to get back into orbit, and roughly 300 more to get into a direct Kerbin return trajectory.
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Try using the 'warp to here' function. It's in the same action menu as creating a manoeuvre node. It takes a bit longer than just mashing . but it means you'll be able to control how far you warp. And try cancelling out your horizontal motion at ~10km above the surface, then paying attention to your speed and altitude as you descend. When to start your landing burn depends on your craft, but try to hit the surface at under 10 m/s or you could damage something on your spacecraft. 1.3 may not have been that long ago, fair, but a lot of stuff has changed since then.
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I installed @Angel-125's Buffalo mod, and Jeb and Bill went camping in the mountains. With its ten Grizzly wheels, my rover was capable of climbing 35-degree slopes without much trouble. (The explosion in the background is a piece of debris I left on the mountain a while back. It fell down the hill and exploded when I switched to it because physics.) The rover also did some sick jumps on the way home.
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I discovered the game on kurtjmac's (very old) Youtube videos sometime last year. It took me a while to get a computer that could actually run the game, but during that time I devoured all the KSP content I could find. When I finally bought KSP, I decided to go all NASA-style with my missions. I actually have a screenshot of my first rocket, which was sort of based on Mercury-Redstone: You can see some of the imperfections in it, such as the overpowered LV-T30 engine, the decoupler attached to the wrong node, and the three poorly-positioned fins. First time I tried to launch, the staging was wrong and the craft dropped from the launch clamps, exploding the engine. Second time, I forgot to throttle up and the craft dropped from the launch clamps, exploding the engine. Third time, the liftoff was successful and Jeb became the first Kerbal in space. I really should have made a mission log, because I forgot who piloted most of my early missions. I *think* Valentina was the first in orbit, and Bill was the first to EVA. I really threw myself in the deep end for my first Mun mission, as it was Apollo-style. After I mastered rendezvous and docking in Munar orbit (took me a couple of weeks) I discovered mods. The rest is history.
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Here's a shot of my first ever Mun landing, with Jeb and Bill. Back in the old days of 1.3.1, even before I installed KER. Once you figure it out, it's as easy as....something that's easy. I'd recommend checking YouTube for Mun landing tutorials: @Matt Lowne did a fantastic Apollo-style tutorial, and that's how I learned. @ShadowZone also did a more basic Mun mission for his tutorial, which is also amazing. @Xemina I'm sure you'll get there! Just keep trying!
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
RealKerbal3x replied to Pak's topic in KSP1 Mod Releases
Actually same here. The payload bays are fine, but the rest of the integrated SPT parts are black. @Pak is REDIRECT a dependency now or are we missing something else?- 2,351 replies
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- space shuttle
- parts
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[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
RealKerbal3x replied to IgorZ's topic in KSP1 Mod Releases
@IgorZ thanks a lot for the update! Just a thing-- when I click the link to download the update, CurseForge says it was unable to find the file. Maybe you forgot to upload before you posted? -
@Angel-125 sooner or later I'm going to run out of RAM. I keep saying 'OK, that's the last mod I'll install' but then I find another shiny mod like yours and I just have to install it. I believe this is known as 'mod creep'. This looks fantastic though!! I will definitely try this out later, once I've finished installing updates for the ~30 mods I already have installed.
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Yaaaas! Finally I can play with the 2018 BFR! (I mean, I could have played with it before. But I decided to wait until it fully released) Since I’ll only get to play with it later, I need to ask @damonvv: Does it have an IVA yet?
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Usual conspiracy theorist stuff. Like ‘NASA is obviously hiding alien technology from us!’ and the usual ‘WAKE UP SHEEPLE!’. Never look in the comments of any space videos, especially SpaceX ones.
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I had a look in the comments. I shouldn’t have.
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Good luck @Sorabh! We’ll all still be here if you ever return
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[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
RealKerbal3x replied to IgorZ's topic in KSP1 Mod Releases
Should do. Have a look on the last couple of pages though. -
[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
RealKerbal3x replied to Pak's topic in KSP1 Mod Releases
Great job @Pak! That’s a lovely payload bay decoupler you’ve got there. Also, it’s awesome that SPT is being integrated into Cormorant, but like @Z3R0_0NL1N3 I’m wondering what ‘stock version’ means.- 2,351 replies
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- space shuttle
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[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
RealKerbal3x replied to IgorZ's topic in KSP1 Mod Releases
can't get it to show up as a picture for some reason. Imgur albums don’t really cooperate with the forum software well. Try separately copying and pasting the ‘direct link’ into the post for each image. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
RealKerbal3x replied to IgorZ's topic in KSP1 Mod Releases
And we are out of beta. KAS 1.0 is here! Well done @IgorZ. I’m not going to be at my computer for a while but I can already tell this is going to be awesome!! -
As in, flying manually.
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
RealKerbal3x replied to cybutek's topic in KSP1 Mod Releases
@jrbudda You know the landing marker that you added a while back? I’ve never actually used it, and I was wondering exactly what it did. Does it do the same thing as Trajectories (ie. does it predict your re-entry trajectory from orbit?) or does it just show your landing point from closer up? -
Personally, I’ve never used it. I prefer flying manually. However, I can see why some people use it. IRL, spacecraft are controlled by computers similar in function to MechJeb. And an autopilot for a long plane flight is certainly very useful. I always urge new players to learn how to play the game properly before they install an autopilot like MechJeb, however.
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The chemical name for titin and other real long words
RealKerbal3x replied to The Minmus Derp's topic in The Lounge
@The Minmus Derp Just how much of your day did it take to type that?