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Everything posted by Axelord FTW
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What planet (or moon) do you have the worst time landing on?
Axelord FTW replied to Columbia's topic in KSP1 Discussion
I usually either leave the Mun alone or just do a single mission there. Minmus is just so easier to work with. -
What have you learned to do without an autopilot?
Axelord FTW replied to Starhawk's topic in KSP1 Discussion
No option for "EVERYTHING" in the poll*? So, yeah. Everything. So often I grew tired of doing everything by hand, which is why I delegate to MJ for easy but tedious maneuvers. *Would have been a better metric -
Last I checked, Unity can be displayed in 3D via the Nvidia 3D VD but Unity is not extremely well suited (designed? optimized?) for it. There are ways to make it work-ish but unless you are rather well versed in computer (technical) stuff or extremely stubborn, you might as well make do. It's not something I would spend a whole lot of time on, but that's me. P.S. You might be able to find an answer here, though.
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Basically, a Fog of War effect but with resolution instead of a blackout. I sort of like it. The closer you get to a body, the more precise the image become in the map view. The current map view resolution is good enough as an upper limit of the attainable resolution as seen by manned crew and telescopes. SCANsat is the logical next step.
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Thinking about making the switch to FAR.
Axelord FTW replied to capi3101's topic in KSP1 Gameplay Questions and Tutorials
If the new stock aero is not on FAR's level, then I will also snob the new stock aero in favor of FAR (which will get brought to speed, I'm sure, if the new stock aero is not up to par). What would be the point of a new aerodynamic system if it wasn't even close to being more sensible than the current system? -
So, I can get pretty much anything printed? Step 1: Take a whole multi-stage ship Step 2: Explode with Kronal Vessel Viewer (or offset everything by hand if you are a masochist) Step 3: Force save (or save if you like leather and chains) Step 3.5: Do the thing Step 4: Print Step 5: Paint them part up Step 6: Assemble all the parts with transparent holders and put it all in a showcase (something like this) P.S. You could also print up each parts as individual projects and assemble them...
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If MJ (and PN, which I never used) don't fulfill your need here, there's not much else you can do. Switching from an equatorial to a polar orbit is quite the heavy procedure. If you find the fiddling complicated, it's because the maneuver is not simple. I'm not sure anyone could make a stiff maneuver node mode so that the original position and orientation of the node doesn't change as you put some order into it. If someone actually do something like that, you might find it more troublesome than what it's worth.
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I think he meant more about what part of this or what aspect is it you wish you could see be part of the game or have a mod of. The outer planets/dwarf planets? The ship itself? Don't tell me what to do! Honestly, I wish Stock added a few more bodies really far out there, something you might NEED to to have to do an orbital slingshot procedure out of Jool to get to. Of course, nothing would stop a player from just building a KSP monstrosity and visit the outer worlds with a 400 ton vessel (plus the fuel). For the probe itself, it's easy enough to make one as it is (you might have to get RemoteTech for the dish). I'd love to see an all-included probe body covered in gold foil. Some reaction mass, electric charge, some experiments (I'm told you cant mix two experiments on a single part...), some reaction wheel control (like, almost none), some monoprop, included RCS blocks (small, weak) and, of course, absurdly priced. I'll probably eventually make a custom config (or new/dupe parts) for RemoteTech so I don't have to use the XBOXHUGE dishes. In real life, small dishes are more than enough to receive data from the earth. I might give them absurd prices and kill the data transfer rate for science to nerf them comparatively to bigger antennas, though.
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Do Kerbals have mass? If not, why this?
Axelord FTW replied to Kelderek's topic in KSP1 Gameplay Questions and Tutorials
By the by, I think someone made a mod to add the weight of kerbals to the total mass of the command module they are in. -
Got a contract for another Minmus orbital station and it was the perfect time to build and launch my minmus station hub. It included a lab so my planned hub station got a wee bit heavier than what it was planned as but I still got it in Kerbin orbit (circular, 150km alt). The tug will refuel at minmus, drop back to kerbin, pick up the whole hub and bring it back up to orbit minmus. Still, with the contract the whole thing will come out to almost zero cost when it'll be completed.
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I would have taken Kerbals but with more workable proportions. Having your head be as tall as everything under is a bit of a pain. Everybody here has hit something with the huge kerbal helmet at some point. I would double the proportion of the body compared to the head to at least 2:1 for body to head height instead of the current 1:1-ish. Their eyes are as big as their hands!
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Axelord FTW replied to Ven's topic in KSP1 Mod Development
So, you didn't do what the OP said you should and it broke the panels. You should have retracted the OX-4L 1x6 Photovoltaic Panels before installing SPR. Why wouldn't you think they wouldn't be affected? They are retractable panels. -
How have you abused the KSP aero model?
Axelord FTW replied to SubzeroSpartan7's topic in KSP1 Discussion
Well, violence is abuse. You can kill something by being violent. Using FAR is basically killing stock aero. I have abused the stock system by not using it. -
Sometime it is the point of the picture. Re-entry flame effects are best seen at night. Showing off the lighting of your rover's lightbeams and so on are a-ok. Some people just take their time (not an event but a planned photoshoot) to showcase something and yet they take pictures in the worst conditions.
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[Texturereplacer]-Daniels Intergalactic Skybox
Axelord FTW replied to daniel l.'s topic in KSP1 Mod Releases
So, instead of being almost void of unvoid, this is unvoid of void? Might be worth a try. P.S. More pics? -
If you upload to imgur, you can edit and 'magic up' images to brighten, sharpen and do other fancy wide-rimmed glasses stuff. If I have a dark image (rarely) I might play with the contrast, lighting. CLICK FOR FULL SIZE It is pretty evident when you see how the rest of the landscape isn't as lit up. Note that I didn't slam the brightness up all the way either. Wouldn't want the picture to look like crap. Just enough for stuff to be discernible. More often than not, I simply wont take screenshots if they wouldn't turn out serviceable.
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I'm having a real hard time with not just replying "your mom have some". Joke aside, I like the landing legs from the Near Future mod. They are a bit short (they don't extend far out or down) but they are sturdy and nice looking (aerodynamic too). I once used the legs from the KW pack (or something that sounded like that) but I haven't touched any part-heavy mod packs in about two years.
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Keeping Mun Rovers From Flipping
Axelord FTW replied to cwfilson's topic in KSP1 Gameplay Questions and Tutorials
Putting landing legs to deploy upward (over the top) of the rover so it can flip itself. Having a reaction wheel can also help (usually, you'd keep it turned off until you flipped and torque might be useful). Like vanaworld said, low CoM and wide signature also helps. -
As a general tip to ramazoti. DO try the game stock (no mods) first. Even if only for a few quick launches and some basic aircraft stuff, it's good to at least get acquainted with Vanilla KSP. And when you do decide to start introducing mods, you gotta handle it like a 1980s French character in an action movie and go in slow and with aim. Without knowing exactly what you want and why you want it, you ended up doing the worst thing someone can do and that is to handle mods like .Not every mods play nice with one another. Not every mods are lightweight and you have a limited amount of memory to work with. Not every mods are things you will actually need. You just got into KSP so it's understandable but you should try to limit yourself to the bare minimum that you need (not want). This is where having played KSP stock/for long enough will help you figure out what mods to get.
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If only she (I hope it's not a disguised he) doesn't come to understand where you truly sit on the Cosmic Scale of Randiness. Or, if she does, that she might rate higher than you, somehow.
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Actually, this is pretty nice. I might have to appropriate (read: steal) this design and try to incorporate a karbonite drill and converter for a Laythe hopper. Real nice. My whole hub thing for minmus is going along great as far design go but I'm a bit short on funds and while I wait for some missions to complete I'll be able to test some things.