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Everything posted by Axelord FTW
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I haven't even checked the Official Compatibility Mod thread yet (about to). What I need for my next playthrough (which will happen on .25 (I'm gonna finish my current on .24.2 first.) -MJ -FAR -Karbonite (maybe K+ too) instead of the usual Kethane -SCANsat -Procedural Fairings -Near Future Solar Panels -KAS (I cannot even think about dropping this) That's pretty much it as far as gameplay goes. Other enhancements can wait.
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what is the mod that lets you reuse science devices.
Axelord FTW replied to crystalkalem's topic in KSP1 Mods Discussions
If you are still having issues, here's what you are probably missing. You need two kerbals inside the lab to do lab things and stuff. Also, the lab does NOT function as a command center/pod/probe even when manned. If you ship/installation the lab is part of has no manned pod or probe body (with electrical charge), you will not be able to do anything with the lab as the craft is locked. By the by, resetting the SC-9001 Science Jr. and the Mystery Gooâ„¢ Containment Unit is done from the lab (right click menu when all the conditions are met, see above). Right clicking on the spent experiment doesn't show/do anything. A whole lot of electrical charge is needed for resetting experiment or bonifying the data before transmission. -
Oh boy. I'll follow this. P.S. I wonder if you'll be able to follow the Hind's asymmetry. The main rotor's axis has like a 3-4 degree tilt and when airborne the whole craft roll a bit left (the pylons are no longer level with each other).
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What Alex said. Also, take note that some of the contracts have conditions which might conflict with each other. For example, low altitude but high speed. You might have to go past the target altitude, turn around and thrust downward so you can reach the target speed. Another note, while the part must be activate through staging, it doesn't mean you can't use it beforehand. Through action groups or right-click menu, you can use them before the conditions are met as long as you still get to 'activate' the part through the staging when the moment come. Useful for the testing of large engines and Solid Rocket Boosters. P.S. Furthermore, on the navball. Clicking on the speed will cycle trough the available reference points. It always start with Surface and will switch to orbital as you reach a certain altitude. If you have an object or a body targeted, the relative target velocity can also be displayed.
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First "To the Mun" tutorial mission
Axelord FTW replied to FrancoisH's topic in KSP1 Gameplay Questions and Tutorials
As Specialist290 and Kryxal have said, bump the throttle so that the game can figure out your actual thrust and calculate the burn time. On slow orbital speed, do try to make those burns prograde or retrograde. It might otherwise screw your orbit in a way that's hard to fix back. A tip, if you have excess monopropellant, burn through at least 50% of it before you go for a landing proper. It's excess mass and extra delta/v that is often forgotten. -
Why do all my planes roll?
Axelord FTW replied to Zipmafia's topic in KSP1 Gameplay Questions and Tutorials
Pics of your craft in the assembly building with CoM/CoT/CoL up and a pic of two of your plane while flying would help. Otherwise, are those new planes you constructed from scratch or are those planes you had before .25 that just now don't work? To be sure, you do mean roll and not pitch/yaw, right? NEAR/FAR on? EDIT: @purpletarget. I think he means axis roll, not rolling down the runway. -
@Xaiier, how much delta/v. I need to know. @Comicbstudeo, that's pretty rad.
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Here's my second KVV pic. I need to update this bad, however.
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A cap that sit at the end of the SRB's nozzle extension with a low overheat threshold could be a ducktape fix. As thrust would be null until it blows up/away from the rocket. So, as the SRB ignites it drops but it's thrust is 0 for a second or two.
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Coupling a mission control building to the tracking station would be nice. I very much like the idea of a log for launches but why not go a step further and create a sub info directory about intended mission profiles and backstory? Not much use at this point beyond RP but with hard mode coming up it would make the whole no-rollback a whole lot more dreadful with your mission log filled with CRASHED - MISSING - KIA and so on.
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Mod/method for post launch fuel switching?
Axelord FTW replied to somewhatcasual's topic in KSP1 Mods Discussions
I remember a mod/part that could fit custom modded fuels and somesuchs but I don't think it could be changed post-launch. EDIT: I'm sure it CAN be done, though. -
I remember a long time ago that a player had set himself some very strict rules for a new game. Basically a few SRBs and a total limit to fuel in liters (like one Rockomax Jumbo64 worth) to start with. No rollbacks. He then had to manage a whole space program by finding kethane deposits (with hardly being able to reach space to begin with), extracting it, transporting it back to the KSC to fuel up full blown rockets with. His go was all stock so all fuel transfers had to be done via docking. He eventually got bored and abandoned the enterprise but by that time he had landed on the Mun and Minmus. My current Kethane base on Minmus has one extractor lander with two small drills, one 2.5m kethane tank and a 2.5m lander can (mk2) all in one. The converter lander is the same but with the 2.5m converter instead of the kethane tank. From there, a simple shuttle run to and fro orbit. My long range ships only need the Delta/v to reach minmus orbit. I use KAS for fuel transfer now (I once used hard docking (without MJ) to stack up the extractor, the converter and the fuel shuttle) so it's much easier on my nerves. This being the third career I run on 24.2 (one stock, one with mods, latest also with FAR) I intend to remove Kethane from my next career and try out Karbonite and see how that goes. Going back to the part about the Kethane Career this guy got going years back, I'd definitely like to have stock career modes that would force progress through play rather than research (think Reusable Career from S. Manley.). Just reading after his adventures was great and I can only imagine how much fun it would be. It's sort of a shame that resource development took the backstage at Squad. Otherwise, we could have Careers based on something else than Science.
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Spaceplane/control surface related mod request/idea
Axelord FTW replied to Othuyeg's topic in KSP1 Mods Discussions
Can't do the omelette if you don't kick the rooster. -
Basically, more science experiments. In no particular order; -There is a mod that will yield science points through station parts and some other things. http://forum.kerbalspaceprogram.com/threads/54774 Also check out; http://forum.kerbalspaceprogram.com/threads/64972-0-23-5-DMagic-Orbital-Science-New-Science-Parts-V0-8-%284-28-14%29 This one include a core drill thingy. I like the multiple biome experiment idea and the triumvirate experiment. The impact recovery science would be nice as a stock experiment too. I personally link my experiments to action groups so I don't have to click on anything. So far, I haven't used any of the science mods myself and I'm guessing you have but if you haven't I suggest you give the science tab on curse a visit. The rest is just a change in form from other experiments. Interesting but probably not worth the trouble. Just adding new experiments might also break the progression a bit so that would also need a tweak.
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Basically a part with good lift, fan animation and some thrust. Doesn't fan-wings have strange stalling properties though.
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Request for Anime style kerbal heads.
Axelord FTW replied to hideki2's topic in KSP1 Mods Discussions
I stumble out of my slumber for this. The idea itself raised a BIG NO from me but after seeing gavindresser1985's, er, contribution I can no longer say I'm totally against it. It's hella creepy so if that's the desired effect, then why the hell not?