lammatt
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Everything posted by lammatt
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^^^^^^^^^^
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why would i bother to transmit i just launch another ship
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i think you probably didnt read what i posted.... i said "until they (the mods)are updated too" do you realize many mods are broken now?
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Is there a way to revert back to 23.0?
lammatt replied to Clockwork13's topic in KSP1 Gameplay Questions and Tutorials
there's an option in steam: "previous stable version" -
i think the buff is for 0.24 not 0.23.5 (i may be wrong tho'... havent unlock the ions yet..)
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new save, 1: on the launch pad ~10science 2: hovering a little ~20science 3: fly higher ~50 4: low orbit ~50 5: high orbit ~50 (unlock goo) 6: Mun flyby ~150 (unlock material bay) 7: Minmus flyby ~150 8: high above Sun ~600 now i am done for the day
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so do you start clean or if you try to fix the save files if it breaks: because of malfunctioning mods)
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do you start a new save clean without mod (until they are updated too) i do. but it's kind of getting repetitive and dull now...(because of the earlier parts of the tech tree is pretty boring indeed) i am having a feeling the first few missions are pretty much standard for many people 1: on the launch pad ~10science 2: hovering a little ~20science 3: fly higher ~50 4: low orbit ~50 5: high orbit ~50 (unlock goo) 6: Mun flyby ~150 (unlock material bay) 7: Minmus flyby ~150 8: high above Sun ~600 (you dont probably try to land and return before this point, because you dont have the lander legs; of cos you can land on the engines, they are quite strong...but just why would you) but the problem is... these are indeed very unimaginative; all you have to do is to snap a capsule,some liquid engines, some solid boosters, some more solid boosters and some control surfaces together... you dont even have to guess if you would have enough fuel or thrust because you probably have more than enough. (perhaps you bother to actually to the additions for the masses of the parts but i dont)
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
lammatt replied to ferram4's topic in KSP1 Mod Releases
does it work with 0.23.5- 14,073 replies
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- aerodynamics
- ferram aerospace research
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(and 1 more)
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F5-ing the addon showcase subforum to see if the mods are getting updated
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Stability at low speeds and on the runway!
lammatt replied to Blue's topic in KSP1 Gameplay Questions and Tutorials
dont angle your yaw control. it's better (easier) to fly with orthogonally placed control surfaces instead of angled ones. and dont angle the landing gears too (it will make you tilt to one side and crash when you try to take off) -
unstoppable rotation
lammatt replied to AlamoVampire's topic in KSP1 Gameplay Questions and Tutorials
add wings and control surfaces and a coulpe of reaction wheels if the asymmetric thrusting isnt that bad -
Is it possible to create a artificial gravity well?
lammatt replied to Vane's topic in KSP1 Gameplay Questions and Tutorials
i want to you a question. but i aint telling you the question. -
KAS doesnt allow movement when throttle is on
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if i am to land at about the same spot on Mun, - i'd do my initial descend in a way that the crashing spot is a little bit behind my target landing spot - when the lander (almost) flies pass the zenith of my landing spot, i kill my surface horizontal speed ASAP, so that the lander is moving almost vertically exclusively. - than i proceed to try to find flat spot and land.
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a quick answer, no. -------------------------------------------------- - the ascending/descending node is just a spot where the two orbital planes intersect. - if you want to go to Minmus, you should try to launch in such a way that your ship's trajectory is as co-planar as you can to Minmus'es orbit, so that you dont have to adjust the inclination when you get into space. (but the inclination change shouldnt take much fuel anyways, a couple hundred m/s is more than enough in most of the cases) - since Minmus is not very massive, matching the inclinations are pretty important if you dont want to wait a number of orbits until they line up.
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Wait, new players start with Mechjeb??
lammatt replied to Renaissance0321's topic in KSP1 Mods Discussions
mechjeb auto piloting and auto maneuver node are very bad, it's only good at the initial ascend. which is not even hard. not many people are using it to autopilot anyways. it's for the readouts. (yes the calculations or guesstimations arent even hard anyways, but why guessing and calculating when you can have the computer do it.) -
actually the a stock-only way to do the same thing isnt that hard anyways with the help of sub-assembly, but it's still a good mod part idea. but i have a suggestion, instead of a 3-node design, how about using only 2... see... the problem is, with 3 nodes, there are 8 parts for every connections, which alone isnt too many...but when it comes to a bigger station or ship, one less part count is one less part count.