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Everything posted by miklkit
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how accurate is kerbnet?
miklkit replied to miklkit's topic in KSP1 Gameplay Questions and Tutorials
I have used kerbnet in orbit, in planes, and on the ground and I kept getting loads of question marks in an area as large as 50X50K large. I have wasted real time weeks searching large areas and finding nothing. I want to try again but do not want to waste time like that again. I no longer have screenies of a dozen or more question marks clustered on the map. -
I've been looking for easter eggs off and on for some time and had to give up. Why? Because kerbnet is hopelessly inaccurate. It gives those question marks in clusters and when I go there I find nothing. The best I could find was some large antennas on Kerbin and they were quite some distance from any question marks. Mostly I find nothing after spending real time hours looking in that general area. So, is kerbnet accurate at all?
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I was cruising along getting to a rover to repair it when I came across this crack. Had to travel several klicks before I found a place low enough to jump over. I have restarted the game and also verified files with Steam, which found 48 bad files, with no change. Is there a way to repair this? BTW, my rig is KSP2 ready when KSP2 is ready to play.
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Got tired of going to Jool and Moho with no margin for error and started messing with low tech and cleaning up old designs. This MK1 with Whiplash and Wolfhound does well. This is a new design of MK2 rover carrier with tail gate that is cleaner and more efficient than older designs.
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Restock is doing something weird
miklkit replied to oli123314's topic in KSP1 Technical Support (PC, modded installs)
I've heard of this glitch, but Restock is working correctly for me, so I'm no help. -
Ah, I did not know that the .cfg was readable there. Yes the drag at maxangleofattack is twice that of the standard wings, so that adds drag. There is also an entry that says all the wings I looked at use an internal drag model. Look into modders stuff? That is way above my pay grade. So I'm back to flying one plane where the only difference is the wings and trying to find any difference in performance. So far the difference is 2 high drag wings vs 10 low drag wings to get about the same lift. The s-wing might be the winner here.
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I've been noticing that the S-wing has more drag than other wings so went to the Wiki to find out how much more. It turns out that all wings have a drag of 0.02. This is incorrect. Is there a source that lists the proper drag values?
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It turns out that I do not have an old screenie of a Dart engine, but here are some recent ones. Taking off. heading up in space For reference here is what the Rapiers used to look like.
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I had a bunch of screenies I took of the drag when I was fighting this problem, but I deleted them after getting it fixed. Attaching anything to the cabin does not cause the drag, but it is caused by something being off center. It may not even be visible. The only screenie I still have is of a rover carrier after the drag in the cargo bay was fixed but before the slightly misaligned fuel tanks in front of the Rapiers were fixed.
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Moho is tuff. My first 5 missions there went ok but they barely made it. So I added more range and had 2 failures. Added more range and had a successful landing. Barely. 48 m/s is tight.
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I noticed that my rapier engines had reverted to stock and went searching for a cure and ended up here. Dled and installed this mod manually because it is not in CKAN. The rapiers now look good again, but naturally the craft I tested first also has the aerospike engine and it looks pretty puny now. Did I do something wrong?
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ok. This is all my mods. Here is a pic of how they looked before. This is how they looked after getting fixed in space and in atmosphere. And how they look now. I do not know what fixed them.
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I just noticed that over time the exhaust on my rapiers has changed from pretty basic to pretty neat back to meh. Other engines still have nice exhausts. I'm pretty sure it is a mod conflict but do not know which ones might be causing it or why. Any ideas?
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For Questions That Don't Merit Their Own Thread
miklkit replied to Skyler4856's topic in Science & Spaceflight
I should have clarified. They were comparing ancient Sumerian cuneiform to current Chinese writing. Cuneiform predates everything. -
For Questions That Don't Merit Their Own Thread
miklkit replied to Skyler4856's topic in Science & Spaceflight
Interesting topic. I recently found that archeologists have discovered some similarities between Sumerian cuneiform and Chinese writing. Some characters not only look the same but have the same sounds attached to them. -
Stranded 3 crew in orbit of Moho. That is at the extreme range of my skills. They might be stuck there.
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Hehe. Yeah, I kinda like Dres too except that the Kraken lives there. Thinking about abandoning the base there except that I would have to go back there again.
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Chose a MK2 and crewed it with 2 immortals just in case. Took off from KSC and refueled on Minmus, then took off to solar orbit. Just lit the fuse to Moho. Made it and all is well so far. It took 3 tries to get a successful landing. The first time it ran out of gas, the 2nd time it came down on a steep hillside and knocked off a wingtip, but the 3 rd time it landed on a "flat" area and even had some gas left! I gotta plan these missions better because coming in on fumes is nerve wracking.
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Managed to get a gas truck to Moho! It should have been easy but turned out to be hard. Almost 4500 tons taking off. Heading out. Made it there with plenty to spare, I thought. It turns out that with the fuel tanks almost empty it gets front heavy and destabilizes under 26 m/s. Still it was not quite a crash landing. It seems to drive ok when empty. Now to see if a spaceplane has the range to get there.
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Problem with surface base
miklkit replied to Aerodynamic Kerbal's topic in KSP1 Gameplay Questions and Tutorials
This is the only thing I have used ground anchors for and they work fine. They lift the rovers off the ground when not in use to prevent them from exploding. -
Decided it was time to visit Moho. Knowing it takes a lot of DV I started with a relay satellite that easily made it to Jool. Methinks that is the Mohole. Then came a scanner satellite that made it to Laythe, and it is all good. Then came a crewed flight. The mobile science lab needed some redesigning to get the range, but it made it! This is a one way trip so now to work out how to get a fuel truck there for refueling. My biggest rocket is 4300 tons and still doesn't have the range.
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Far from sun, big eyes. Stuff like that. They get the places far out there.
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I decided to try that parallax 2 mod. It did not end well. For some reason everything on Laythe exploded.