Puggonaut
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Everything posted by Puggonaut
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Mostly did this ............. a lot
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Not impatient at all , but I am grateful for the link . Take as long as you need to refine this add on , it's very cool so thank you .
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Have to pinch myself to believe this is actually KSP
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Nice IVA , however some of the crew are not to keen wearing Red Shirts
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[1.12.5] Restock - Revamping KSP's art (August 28)
Puggonaut replied to Nertea's topic in KSP1 Mod Releases
Thanks for the last update patch , happy as hell now , just praying KSP 2 takes the hint and gets there parts as good looking as Restock is . -
Playing about with TUFX and Chatterer ( for ambient noise ) , tweaking some visuals and settings , almost there now .
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Simple as that how would I go about adding ambient sound to a ship , something along the lines of just machinery doing its thing , whilst the ship is cruising to a planet . Before you mention it , yes i know externally there is no sound in space . I'm simply after finding out how to do this idea that's all .
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Aha , ok thanks
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Which texture mod are you using to get Minmus looking so erm Stunning please ?
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I wanna ask that aswell .
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Something erm silly............... just for a change ...........honestly
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Thats my new live Screen on my PC sorted out , post effects via Sony Vegas . If you have a program called Wallpaper Engine I have a few KSP related things on there I share simply type in KSP .
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A combination of many builds , for the crane and the skycrane , oh and 39 revert to via the F9 Key later and it's up and running , wobbles a bit , but should let me build something really really silly . All because of that ground anchor , which really is filling my brain up with idea's .
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Jeb and Bill took the new recruit through the Parachute Qualification Course
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Honestly the stock Robotics interface sucks...... Yup can fully understand about the ReFit Hull , your solution is quite a good idea and works well enough .
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Aha ok that explains the sub-orbital bit nicely , flew there on impluse engines only as its a local planet for local Kerbals . Been thinking about doing that with the Pod from day one , the fact that MSI works in 1.12.2 helps and its way easier to use than the stock robotics .
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But i had to try this idea , using MagicSmokeIndustries for the robotics , I came up with this idea . I'll go an hide now .
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Free Thrust ? Throttle is set to Zero I dunno maybe it's meant to do that .
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Cool glad it was helpful , put me on the list in about 5 months when you want the 1701 tested lol .
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SetUp ....................... SWNXClassBridge name = ModuleReactionWheel PitchTorgue = 50 YawTorque = 50 RollTorque = 30 ........................... SWNXClassMainImpulsePort maxVerticalAccel = 1.5 hoverAlt = 30000 .......................... SWNXClassSecImpulsePort maxVerticalAccel = 1.5 hoverAlt = 27000 ......................... FLIGHT ......................... IMPORTANT PART : The ship is very throttle sensative . Set the throttle to position 1 of 15 , hit the spacebar allow the ship to cruise to a altitude 30,000 . When you have reached 30,000 set to Prograde . After that gradually increase the throttle , no need to go mad , just gradually. Time to Orbit is approx 30 mins altitude is between 75/80,000 circularised . ......................... Alternative Take Off mode as in the video . Add the Extra Large Undercarriage , set the springs and rebound to max . Action Keys : Make sure you have set a Action key for the Hover Mode , press once to set all 4 impulse engines to landing mode . Apply full throttle . Hit the spacebar , as soon your airbourne , cut the throttle to 1 of 15 , action key to set hover mode to from Landing Mode to Take Off . After that follow the above guide . ....................... ReFit NX Well ok you can't use a undercarriage , so leave the hover mode left as take off , apply 1 of 15 throttle , and take off . Flys very similar to the standard NX . The added refit hull actually makes the pitch control easier due to the added weight , so that alters the C.O.G favourbly . ....................... Warranty None given , if you kill your Kerbals it's not my fault ok . ...................... p:s when flying in Atmosphere , keep an eye out for Stuka's with Lazer Cannon's
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MaxVerticalAccel and the HoverAlt , made a huge difference . Removed the Cannards and still got to orbit . So question the original settings had one set of engines at HoverAlt 1000 and the other set at 2000 ? Ok the other one is Reaction wheel Authority , if you say put a stock rocket into orbit , you used say a Mk1-3pod a fuel tank , engine and rcs . once in orbit if you turn off the rcs you still have yaw pitch and roll authority using the keyboard keys as per normal . With the NX this isn't possible , is that simply down to the Reaction wheel ?
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Cannards : This simple idea adds about 35/40% more pitch control , wierd how KSP works huh Anyhow did two test flights , both got to Orbit , hmmm ok.............but it took a average of 25 mins . But lets put this all into context the NX series wasn't designed to be flown in Atmosphere in the first place , so all this trial and error is just that . It is fun to do it though , yes it's difficult , fun though
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The issue with the NX is it simply is running out of "Pitch" as it climbs through the atmosphere , the slider ends up at the bottom of the scale and then the tail drops , i'm currently messing with the C.O.G and have added internal cannards to help with the Pitch , will keep you updated . Thanks for the information about the Takeoff/Landing thrust , that's one less thing to look at lmao . Well for me at least .
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