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Mr_Orion
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Everything posted by Mr_Orion
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Optimal Descent (to the Mun)
Mr_Orion replied to Tarmenius's topic in KSP1 Challenges & Mission ideas
Nope, it doesn\'t. It just appears that way since it controls Pod SAS. -
He\'s not here purely to serve you; he\'s doing this out of interest for the game and the community overall. Though, a Minmus base would be neat!
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It\'s easily possible to get around the strange bugs. Change the part\'s internal name to something other than the stock pod, and everything will be fine (but then detached craft will no longer be controllable).
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Wing Plugin [Beginings...Concept...]
Mr_Orion replied to drewmacrae's topic in KSP1 C# Plugin Development Help and Support
I\'d like to note that Iskierka has already made a semi-finished wing module long before this (though it\'s not been publicly released, apparently the thick atmosphere makes aeroplanes feel like feathers with realistic wings), but also I hear that Mu has been working on some official wings that should be eventually implemented. -
Hmm... I wonder if a fully stock version is possible? Any chance of a video of you landing on it? I\'d imagine that any VTOL engines would destroy the surface.
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Also, there\'s a toggle key you may have accidentally pressed, that enables/disables the markers.
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Well, it\'s most likely because the part\'s name is the same as the command module, but the game thinks it\'s a structural piece in the V.A.B. So, I\'d think that in the V.A.B it\'s listed as a structural piece, then when the game loads the command module must be loaded first as it\'s the root of the ship. Then, this overrides the structural ones as they have the same internal name, and thus they become true command pods. Has anyone tried using these with a modded command module part, or a spaceplane pod?
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How did Nasa make Curiosity curve like that?
Mr_Orion replied to hak8or's topic in KSP1 Gameplay Questions and Tutorials
It\'s just an elliptical orbit, yep. Nothing special! -
Screw it, here\'s a thread with the maps altogether instead of one hard-to-find post. http://kerbalspaceprogram.com/forum/index.php?topic=14972.0 Not entirely sure if it\'s the right section, but I figured it\'d be handy for people with 'how to' questions that could be answered before they post a thread.
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Thanks to Capt_Skunky for moving thread to correct section after request! Official Maps These are pixel-perfect maps that should be 100% accurate right now. Thank r4m0n (and his awesome coding skills) for these, I\'m here only to link you to them (I just flipped them and did a bit of tidy-up on some). Kerbin Maps Greyscale value 0 = 0m, 255 = 4km Altitude. And Koschei\'s modified version with icecaps: It is mandatory that I supply you with a link to link removed (some may find this offensive, sorry), after posting these. Mun Maps Greyscale value 0 = 0m, 255 = 5km Altitude Minmus Maps Greyscale value 0 = 0m, 255 = 6.5km Altitude. Unofficial Maps Please note that these maps aren\'t pulled directly from the game, and use in-game parts to 'scan' the surface. These are not guaranteed to be 100% correct. Kerbin Maps None so far. Mun Maps Minmus Maps None so far.
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Heh, I\'ve suggested this before in the Dev thread. It\'s an idea I\'m certainly waiting for, with my fingers crossed!
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These are pixel-perfect maps that should be 100% accurate right now. Flat ocean map: Greyscale height map: Merged map: And finally, r4m0n\'s HorribleUglyFetusMapâ„¢ (flipped) It is mandatory that I supply you with a link to eyebleach.com after posting this. Thank r4m0n (and his awesome coding skills) for these both, I\'m here only to link you to them (I just flipped them and did a bit of tidy-up on some). Please not that both of these are actually flipped the wrong way, so it\'s like looking at Kerbin from inside the planet. I\'ll might upload some fixed ones later. EDIT: Fixed and flipped all the maps, added a few more. They needed to be flipped horizontally.
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This was actually planned as a bonus feature for this update, but it\'s being delayed to when Unity 4 is released as it\'ll have many new GUI gizmos.
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I believe the braking key is defined in the braking parts .cfg file; I believe it\'s mostly just due to a lack of time.
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Fastest Speed in Ten Seconds [STOCK]
Mr_Orion replied to dogon11's topic in KSP1 Challenges & Mission ideas
Surface otherwise you could easily get a piggyback a few hundred m/s by launching in the right direction. -
This was a limitation of the game beforehand, but it should be possible after the new part module system is fully implemented. The only thing you can do is manually edit the .cfg file but that means it effects all your rockets at once, even ones you want it to use as RCS fuel. NovaSilisko may update it in the future, but I doubt it as he\'s a developer now.
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Not to mention that it\'s possible to get to the mun with 2 tanks worth of fuel if you know what you are doing.
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Extinguish debris once and for all!
Mr_Orion replied to Mr. Me's topic in KSP1 Gameplay Questions and Tutorials
If you want rid of all debris, just set the debris amount in the options to 0. You\'ll still keep controllable ships, but not debris. -
This thread is almost a year old. Please refrain from bumping threads this old and look at the date of the post above! I understand that you are new here, but please check these things; it\'s quite an unwritten rule among most forums not to bump very old threads. The reason you cannot download it is probably because of a server move that happened quite a long time ago, that corrupted or deleted many attachments. Maybe you could beat this record and post a ship of your own?
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Around the world in any amount of days.
Mr_Orion replied to KrazyKaiser's topic in KSP1 Challenges & Mission ideas
But, you don\'t travel around Kerbin. Relative to Kerbin, you are staying perfectly still. You never went 'around' the actual planet\'s surface itself! -
Yeeeeaaah but a rocket fuel tank won\'t always be compatible with jet engines!
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Oh, wow. Sorry for the doubt then, Extemporary. That\'s was quite cool.