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Neil Kermstrong
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Everything posted by Neil Kermstrong
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amazing mod but I got a question: is there any way to make the extendatron stronger? I want to make a craft that is designed to pull rovers/outpost parts up and move them, but the part is quite heavy and it cannot be pulled up
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Anyone has any idea on keybinds for me?
Neil Kermstrong replied to Neil Kermstrong's topic in KSP1 Discussion
better than nothing- 5 replies
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- keybindings
- key mapping
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I am trying to make the best shuttle I can and it's going pretty well, but I have some problems: It always use the main fuel tank before everything else, and I want to make it so only the external tank is used until it decoupled. I could just transfer all the fuel from it to the main one, but for some reason there are some parts from the tank I cannot transfer fuel, I have no idea on why.
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Today I've made and launched my first space shuttle, and it's payload was a mobile laboratory. But yeah, just a laboratory, I forgot about solar panels and antennas lmao Now to give the shuttle an actual use I'm trying to rescue a contract Kerbal to then return to Kerbin and try to land on the runway
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Anyone has any idea on keybinds for me?
Neil Kermstrong replied to Neil Kermstrong's topic in KSP1 Discussion
I have a wireless gamer $40 keyboard, worked fine for 9 months but i spilled water on it accidentally- 5 replies
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So, my QWER and UIOP (had to be those damn keys) stopped working, and now I need to rebind the keys for something better, but I can't find anything. The best I found was SZXCAD to replace WASDQE, but I will need to rebind other keys for that so basically, I need some keybindings that work well to replace the other ones
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Before I begin, this is my first challenge, so better not expect anything big In this challenge, your main objective will be build a glider capable of landing safely without the use of propulsion. Objectives: 1. Build a vehicle capable of gliding without any engines/RCS. Both manned and unmanned are allowed. 2. Take it to planet with atmosphere (Exception for easy difficulty) 3. Land it. (OPTIONAL) 4. Take the crew of the rocket that carried the crew back to kerbin safely Difficulties: Easy: Sandbox mode. No reentry temperature. You can drop the glider anywhere, as long as its in the air. And you can land anywhere. (But kerbin, of course) Hard: Science mode The actual rocket must be manned and the crew must return safely to Kerbin. Drop the glider above the planet's atmosphere. Reentry temperature enabled Land on either Duna, Eve or Laythe. Pretty Hard: Career Mode. Drop the glider above the planet's atmosphere Land on either Eve or Laythe. (Eve gets more respects though) Reentry Temperature Enabled The actual rocket must be manned and the crew must return safely to Kerbin. Jebediah Da Vinci: Career Mode Land on either Eve or Laythe (Eve gets more respects though) Drop the glider above the planet's atmosphere Reentry Temperature enabled Use either an SSTO or a Space Shuttle to drop the glider, return the vessel to Kerbin and land it on the runway. Rules: 1. Mods are allowed, but not any kind of overpowered mod parts or modified stock parts. Also send me the link of any part/planet mod you used for me to check it. 2. Must be the stock Solar System, but Kopernicus mods such like SVT or Kopernicus Expansion are allowed, as long as they don't change anything about the planet's orbit/gravitational status, or change the planet's mass. 3. It must be your own craft. 4. The rover must land by itself, with no propulsion or external help. 5. Do not use cheats like Hyperedit or the in-game cheats. 6. You must land on land. 7. The glider must also function as a rover, it should generate energy by itself and have motorized wheels. 8. Have fun! I got to sleep now and couldn't really work on this challenge, but maybe tomorrow I put a score system for it. Good luck and fly good!
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honestly I don't even know anymore, it might have been a Scatterer incompatibility problem instead commenting while almost asleep can mess with your head sometimes By the way I would test for you just to be sure if Scatterer was or not the problem but my mouse isnt working One thing I know for sure, though, is that these two problems happen in in unmodded solar system as well
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Yeah I also thought about making a base or a station, but having a rover with it is would be more effective. What I disliked is how it would become a totally different part
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It's because your version is incompatible with the Kopernicus's version lol. Get the one from this link: it's still in testing and you shouldn't be surprised if you find any error but this one does work in 1.10.1 if you find any error related to solar panels (like not working) or sun not illuminating then remove solarpanels.cfg (I think that's the name) I tested RSS with it and worked just fine, now I am using new horizons
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Then it would have close to no use when in a space station in orbit of a body, and would be the most effective as/in a rover, since it would be able to travel to each biome and transmit full science, but sti that would be a huge nerf and would make it almost into a different part. However I'd like if there was a new part that could do that
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1. I'd give Jool rings with actual asteroids, masses varying from B-E. From far away it would look like a hologram but if the player entered it there would start spawning asteroids up to 5km away to the player, and they would despawn completely if the player went too far, however they would be considered a normal asteroid and would gain a name if the player grabbed it with a klaw or marked it in the tracking station. There would be an option of turning the asteroids on and off when creating the save, and in the game's graphics settings the player would be able to choose how many asteroids spawn at the same time, from 2-30 (would destroy CPUs) 2. Make the sun bigger, and at the same time making the planets farther from it 3. Add bigger asteroids, up to 1/5 minmus's diameter (yes that's REALLY huge, and I'd absolutely love that) 4. A way to change a planet's surface with some parts, not by changing it's material or temperature, but by changing it I mean making it flatter, and would take lots of time (stupid idea I know but would be great for ground bases) 5. More surface features that could suggest the planets/satellites' past, like if the planet was once an ice giant, if it had/could have light on it, and also adding science instruments for these things (some kind of chemcam would be cool) 1, 3 and 5 together would have a great potential for a DLC, but of course there would be more things other than that
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It's pretty fun actually, but can be boring and repetitive if you starting again from the beginning, because of the building upgrades (mainly the R&D, VAB and Launchpad, R&D is just extremely expensive) One thing I do is start with 500000 money and a bit of science (about 1000-2000) when creating the save, or use cheats to upgrade all buildings once
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That's the weirdest but at the same time most unique base I have ever seen in KSP, something I'd do but it would go totally wrong lol. good job
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I want to make a crane to move and place bases (totally not copying a certain youtuber), and I want it to be able to extend and retract it's wheels (just make it closer or farther from the vehicle's structures, not extending and retracting like solar panels), but for that I need robotics, so my only options are either buying the DLC or getting the IR mod. Which one is better? I don't know much about IR but BG adds a new cool suit, surface features and deployable science
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[1.11.1] Hullcam VDS Continued
Neil Kermstrong replied to linuxgurugamer's topic in KSP1 Mod Releases
Would love if you did that, amazing mod. Btw where do you stream and what is your channel's name? Nevermind, just found it in 10 seconds by googling. -
Yeah it worked just fine, couldn't test if all the parts worked though because my mouse is gone