Exposure
Members-
Posts
82 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Exposure
-
I like the current tech tree from an ease for new players viewpoint, but from a realism viewpoint...
-
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Exposure replied to ferram4's topic in KSP1 Mod Releases
Same here.- 2,647 replies
-
- kerbal joint reinforcement
- kjr
-
(and 1 more)
Tagged with:
-
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Exposure replied to Starwaster's topic in KSP1 Mod Releases
I'll point out this has the caveat that you better be playing with Sandbox mode because this mod does not like the sort of reentries that one gets from their constant, failed orbital attempts in career mode. (I mean I doubled the g-force limits to try to help deal with that and even then it's still a 50/50 shot of whether a kerbal dies depending on how close I got to orbit. Hard mode be hard. )- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
Success! (Due to prior testings putting Jeb and Bill in the hospital, Bob had to fulfill the role of co-pilot of yet another untested design variation. He was not happy about it.) (I am amazed the stack decided to cooperate and not experience sudden failure when I decided to try doing rollover while at full thrust) (Note: the MJ numbers aren't entirely right since it seems to be assuming that the SSMEs will run out of fuel before the LRBs do, and thus assumes that the added weight of the LRBs will be in a factor for that part of the flight.) Insanity and masochistic personal challenges win again! Now, to figure out how to get them down safely...especially since I didn't edit the brakes group to prevent flipping issues....and I designed the orbiter to be aerodynamically flyable when the fuel tank is empty...
-
So I was going say how I finally managed to get an external tank configuration that didn't result in unwanted spinning: but couldn't figure out how to make a stack configuration that had the required delta-v needed for orbit and I wanted to see if people on here had figured it out... And then I realized I completely forgotten to turn on realistic engine masses. Whoops. Hopefully I'll be able to come back soon with reports of success, now that I removed an unintentional limiter. <.<
-
From the testing I've done, apparently that mod is the current stock SAS. (it's the only one that seems to be able to handle the gimbal range barring the current problem of it freaking out when the SSME has to do all the work, MechJeb just can't seem to cope and KCA is relying too much on controlling the throttle than using the gimbal ranges.) Though I think I'm going try reconstructing the stack entirely, my attempts at stabilization resulted in... Well Jeb certainly enjoyed the experience of riding what essentially become a space bull. A very, very angry space bull. EDIT: All right, reconstructed the stack into something smaller, I think it should be something that could make an orbit. Hypothetically anyway. Probably depends on me learning just how to make a proper gravity turn on something as large as Kearth.
-
And gives you a fine, fine appreciation for the challenge real life rocket engineers and scientists have to go through. Granted they had the ability to make it so their flight computers knew what to do with a 21 gimbal range but still.
-
Well it's less flipping and more it starts spinning in such a way that it ends up pointing down. I think I may or may not have a design that's close to avoiding the issue but I'm going need to add some more separators to the LRBs since one of them ended up destroying one of the three control surfaces when I was testing the addition of SAS wheels to the external tanks, and the bump it gave the shuttle just caused things to spiral out of control... Or maybe I can put the separators at an angle so it both moves away from the external tank and the shuttle's wings... (And I may or may not end up having to do a OMS redesign since their current positions + little gimballing range means I can't use much thrust from them without unintended downward force...)
-
Am I crazy for thinking the first thing I should build with this being "A Space Shuttle of course!"? Current issue impeding progress on getting an orbiter that can orbit: Figuring out how to keep the stack stable after LRBs are jettisoned, forgot to take a screenshot of the whole thing pointing in the wrong direction after the jettison.
-
Is there anything special that needs to be done with the city lights and clouds mod so it looks properly or does it work on its own excluding the map view bug? (Though granted I'm most likely not going be able to play with this until tomorrow night so plenty of other people will have provided screenshots by then. )
-
Why the Space Launch System will not be cancelled
Exposure replied to NASAFanboy's topic in Science & Spaceflight
Sovereign debt does not work that way. -
.....eh? Are we talking things heavier than...I think the lander was around 17 tons at time of landing, or has my luck with not experiencing bugs in Obsidian games crossed over to KSP?
-
The power part is due to it using a generator module, but in a way that it consumes power instead of producing it. (It's -3 per second from what I can tell) As your other question, yes in fact. The situation mask for the SkyLab science defs is 48, which after I looked up the relevant thread (http://forum.kerbalspaceprogram.com/threads/53025-Science-and-mods!), means the part can only do science when the part is in high orbits and in low orbits.
-
Weird, when I tested it for one mission it seems to have worked as intended AFAIK, transmission gets me science, /presumably/ recovery would get me science (through with the way antenna gain is set up currently, that would actually get me to lose science for whatever reason), and the science caps are, well, high. In fact I may end up altering the files to nerf the science gain rate so I don't accidentally end up unlocking the entire KSPI tree I have when I get around to doing Shuttle/SpaceLab missions...
-
Yep. It's how I saved my third Kerbal after yet another disastrous reentry when i was still figuring out the science system and I still had DRE installed. For good luck, try naming your kerbals after friends who have heads harder than they should be.
-
[PLUGIN][ALPHA-10] City Lights and Clouds on Kerbin/Others
Exposure replied to rbray89's topic in KSP1 Mod Development
However, I don't think any of us would mind if you wanted to make that your next mod project after this. Always wanted to see how Jeb would handle launching in the middle of a hurricane... -
[PLUGIN][ALPHA-10] City Lights and Clouds on Kerbin/Others
Exposure replied to rbray89's topic in KSP1 Mod Development
I'm...not sure what else we could possibly want that's within the current scope of the mod. I mean "actual clouds that can be flown through" seems kinda like the end goal of a cloud mod for a game that doesn't currently come with clouds, and you're already going try to attempt that, so...yeah. -
I think something's bugged with your install, I'm using the KSPI tree with FASA, KW Rocketry, Novapunch and all those parts unlock just fine with it.
-
.22 playtesting being waylaid by mods?
Exposure replied to jpkerman's topic in KSP1 Mods Discussions
Alright. XCOM Enemy Unknown, Deus Ex Human Revolution, Saints Row IV. For every game with a vocal minority that was right with their complaints there's another game where the vocal minority ended up being generally wrong about their concerns. Video game development isn't exactly something where you can have one size fits all solutions, because each game has different issues that need their own solutions. EDIT: Good grief man, the current science system is already newbie-unfriendly enough, and you want that to be the stock system? -
While that is somewhat helpful (learning that bigger =/= better is something that really needs to be learned to do well in KSP IMO), it doesn't really do much when it comes to learn how to actually play the game. Hell, I thought the science system was going to be an absolute grind and pretty unfun until someone pointed out to me on the IRC channel that the EVA reports can differ even in LKO, along with the fact that multiple canisters, part bays, etc can all store separate experiments. And I'm someone who's been actually playing the game for a while, imagine how difficult career mode can be to someone completely new!
-
The problem is this: Emphasis mine. It would be one thing if the release of career mode was treated along the lines of "the feature is still massively unpolished, so we suggest those just willing to playtest it and make suggestions on how to alter career mode into a more suitable mode that we can use to help new players get into the game", but as far as I know, Squad has described 0.22 career mode as a way to help new players get into the game. Aaaand it currently sucks at that job. This is a bit of an issue.