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Everything posted by SkyFall2489
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LETS COUNT! (Lets see if we can reach 100,000 Posts!)
SkyFall2489 replied to Dr. Kerbal's topic in Forum Games!
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Buffalo 2 Modular Space Exploration Vehicle
SkyFall2489 replied to Angelo Kerman's topic in KSP1 Mod Releases
I think the idea is that the air needs to be compressed first - otherwise you could just pile some RCS on an intake and fly for free. -
Maybe it would be possible using Kerbal Konstructs to shape the terrain? if this is feasible, could I request it as a feature? Flying down stock Kerbin's rivers at mach 2 is really fun.
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Just wondering, does JNSQ Kerbin have any rivers like Stock Kerbin does? I don't see any from the tracking station but they might be too small to see from there.
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[1.0.2] Firefly - Revamped Atmospheric Effects
SkyFall2489 replied to MirageDev's topic in KSP1 Mod Releases
I tried this mod out on MacOS (ARM, not Intel), but my game slowed to a crawl (1/4 of normal simulation speed) even when just sitting on the runway. I assume it's because KSP / Firefly can't make use of Apple Metal shaders at the moment. Is optimized MacOS support anywhere on the roadmap? I also have a couple other mods - would JNSQ, Kerbal Konstructs, or Waterfall cause any problems? -
The Great Unofficial Module Manager Help Thread!
SkyFall2489 replied to SkyFall2489's topic in KSP1 Mods Discussions
I assume it should... I've never really done anything contract related though.- 45 replies
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[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
SkyFall2489 replied to Angelo Kerman's topic in KSP1 Mod Releases
yep -
The Great Unofficial Module Manager Help Thread!
SkyFall2489 replied to SkyFall2489's topic in KSP1 Mods Discussions
what is this exactly? I have never really looked at mods related to contracts, but for the most part this seems reasonable as a configuration file. Do you want to modify an existing configuration, or create a new one? and what mods does this relate to exactly?- 45 replies
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The Great Unofficial Module Manager Help Thread!
SkyFall2489 replied to SkyFall2489's topic in KSP1 Mods Discussions
Yknow, I probably should have linked this in the OP - I'll do that- 45 replies
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The Great Unofficial Module Manager Help Thread!
SkyFall2489 replied to SkyFall2489's topic in KSP1 Mods Discussions
I mainly refer to this: https://github.com/sarbian/ModuleManager/wiki/Module-Manager-Handbook It's where I got nearly all the info for this thread.- 45 replies
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I don't think klaws can attach to the ground or structures like the Tylo cave. And I don't know how the ground anchor will handle such a thing. Maybe the island airfield tower could be a good place to test the use of ground anchors on upside-down surfaces, if it's possible? For something like a mun arch base, you can place a ground anchor on top of the arch and hang below. If the cave roof isn't too thick, it might be possible to offset a claw facing downwards far above the vessel, use timewarp to clip the base all the way through the roof, and then have the claw come down on a ground anchor. Who knows? Only one way to find out!
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LETS COUNT! (Lets see if we can reach 100,000 Posts!)
SkyFall2489 replied to Dr. Kerbal's topic in Forum Games!
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LETS COUNT! (Lets see if we can reach 100,000 Posts!)
SkyFall2489 replied to Dr. Kerbal's topic in Forum Games!
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LETS COUNT! (Lets see if we can reach 100,000 Posts!)
SkyFall2489 replied to Dr. Kerbal's topic in Forum Games!
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LETS COUNT! (Lets see if we can reach 100,000 Posts!)
SkyFall2489 replied to Dr. Kerbal's topic in Forum Games!
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SkyFall2489 replied to Dr. Kerbal's topic in Forum Games!
messed that up sorry 7767- 7,624 replies
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SkyFall2489 replied to Dr. Kerbal's topic in Forum Games!
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I didn’t mean all the parts, just some of them
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Beyond: Kerbalkind's History of Space Exploration
SkyFall2489 replied to Kerbalsaurus's topic in KSP1 Mission Reports
If possible, when launching the tug to deorbit Centrifuge I, could you put a second tug on the same rocket to help with docking Centrifuge II? With my current design, it's not gonna be easy to get the thing to dock on its own -
Beyond: Kerbalkind's History of Space Exploration
SkyFall2489 replied to Kerbalsaurus's topic in KSP1 Mission Reports
I'm unsure - the radius could be up to 5m. The arm will have to be oriented vertically in the fairing - I should do some math and figure out how many Gs I want the thing to have. Most of the small SSPXR centrifuges run less than 0.2G, or about 2 m/s^2. At 5 RPM, this requires a 7m long arm, but at 10 RPM, this requires a 2m long arm. What was the rotation speed of the SSPXR centrifuges again? Visually, I doubt it will hit the solar panels though. NOTE: Gravity scales linearly with the radius and with the scale of the rotational speed. The formula is A = R * W^2, where A is in meters per second per second, R is in meters, and W is in radians per second. 1 G is approximately 10 m/s^2. EDIT: built an early prototype of the thing - it ended up being about 6m in radius. -
Beyond: Kerbalkind's History of Space Exploration
SkyFall2489 replied to Kerbalsaurus's topic in KSP1 Mission Reports
maybe - I have an idea for another rigid centrifuge design. This one will only use one robotic part. I'm thinking about having a single long arm with cabins on the end, using one of the launch vehicle's stages as a counterweight. To avoid putting torque on the station, I'll use 2 sets of ion engines to accelerate and decelerate the centrifuge. This way, the only robotic part will be a single large rotor. -
Beyond: Kerbalkind's History of Space Exploration
SkyFall2489 replied to Kerbalsaurus's topic in KSP1 Mission Reports
it's okay - again, there's definitely some in-lore reason that could be provided perhaps the motor broke down due to mechanical wear? SkyFall Industries might attempt to build a second one - I'll stress-test the thing much better this time. -
Beyond: Kerbalkind's History of Space Exploration
SkyFall2489 replied to Kerbalsaurus's topic in KSP1 Mission Reports
Is the SkyFall Industries Centrifuge Module likely to be decommissioned as well? -
Beyond: Kerbalkind's History of Space Exploration
SkyFall2489 replied to Kerbalsaurus's topic in KSP1 Mission Reports
Don't just lock the pistons - also lock the rotor. Other than that, I don't really know then, sorry. Perhaps a full ring with struts all around would be more stable, but other than that, I don't know. A modded centrifuge part may be the only option. If nothing else works, it's OK if you have to deorbit the module - I'm sure an in-lore reason could be provided.