

Mr_Orion
Members-
Posts
447 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Mr_Orion
-
Spaceplane having problems with sonic barrier... or something...
Mr_Orion replied to Leeksoup's topic in KSP1 Discussion
Try using a lower throttle when you ignite the rockets, maybe 1/2 throttle or so. -
You are using the plane tanks; I\'d recommend that you replace them with the rocket tanks, since all engines you are using are rocket engines and eventually the fuel types will be split into 2 different types, meaning this design wouldn\'t work. Also, the rocket fuel tanks actually hold more fuel. You could probably reach orbit after that. However, that isn\'t actually a fully-reusable spaceplane! You are jettisoning boosters!
-
Here, try the attached settings.cfg file. I\'ve added a new 'Very Low' terrain setting that\'ll run at around the same speed as 0.14.4. It\'ll still look decent, and it\'s actually the same as the normal 'Low' setting, with the exception that now now the water is a much lower detail. Be warned - it\'ll bring back the bug in 0.14.4 that meant the water didn\'t line up properly with it\'s visuals. I\'d like to note; this doesn\'t actually lower detail settings. It simply adds another option, with lower water detail settings; the 'Low', 'Default' and 'High' option are still there.
-
I believe that despite that being the time warp 'limit', in the games code it\'s actually 70 KM.
-
No, it\'s because the first public version of KSP didn\'t allow stacking fuel tanks. It\'d only drain from one tank. Fuel lines weren\'t back then either.
-
Gotta make sure it disables the stacking of fuel tanks, eh?
-
Well, gotta admit, that was a bit over-dramatic! Also, when I first got KSP, I couldn\'t look up at the Mun. It wasn\'t there yet .
-
120,000ft, Flying at the edge of space [spaceplane]
Mr_Orion replied to keptin's topic in KSP1 The Spacecraft Exchange
Drop it. The argument\'s over. -
Fuel efficient low atmosphere flight to KSC 2.
Mr_Orion replied to Vostok's topic in KSP1 Challenges & Mission ideas
I don\'t think this qualifies. It uses the rocket fuel tanks, which weight a lot less, despite having so much fuel. This difference in weight makes the increased efficiency apparent. Not to mention that eventually the atmospheric engines will have their own fuel type. -
Enable the Chase camera?
Mr_Orion replied to ChronicSilence's topic in KSP1 Gameplay Questions and Tutorials
Go into your settings.cfg, and change 'FLT_CAMERA_CHASE_USEVELOCITYVECTOR = True' to 'FLT_CAMERA_CHASE_USEVELOCITYVECTOR = False'. The reason it had that cinematic, floaty feel, is because it was following your velocity vector, instead of where you are facing. -
Spaceplanes and air buoyancy
Mr_Orion replied to Axel's topic in KSP1 Gameplay Questions and Tutorials
I believe this is inaccurate. Although this would be the case in real life, in the game it currently does not support this. I hear a new wing and control surface module may come sometime, however, with more realistic physics. -
Extremely easy to fly plane I built
Mr_Orion replied to Skeletonman19's topic in KSP1 The Spacecraft Exchange
It\'s not really worth showing us how easily it can pitch upwards. You have to show some turning! -
Go into your settings.cfg, scroll down, and change your OceanPQS maxdistance variable to 2 or 3 or so.
-
B-52 Kerbalfortress [0.15 STOCK]
Mr_Orion replied to ChronicSilence's topic in KSP1 The Spacecraft Exchange
Aha; I shall give you a little tip; use angled fins on your bombs to keep them spinning and stable. -
120,000ft, Flying at the edge of space [spaceplane]
Mr_Orion replied to keptin's topic in KSP1 The Spacecraft Exchange
Sorry, but not all of us were brought up with imperial. I was actually brought up in a mixture (I live in britain, an officially 'metric' country, but many things like road signs and over major things are still in imperial), and although I am decent at converting feet to metric mentally, it\'s still not exactly the easiest system to use, especially considering that the game counts in meters. To be honest, you mainly seem to be avoiding showing it in meters because you want to somehow prove that imperial is better. -
Jeeze, C7 needs a LOT of balance still.
-
A sea-plane...?
-
...why? That just excludes and confuses people, this is a Community Mun Base.
-
A little help with visibile orbiters?
Mr_Orion replied to VincentMcConnell's topic in KSP1 Discussion
You could, however, see the little purple indication over it since it\'d be less than 100km away when directly over you. -
For rule 8, why do we need to land it in a working order? It would be very interesting if we could have a broken (yet safely landed) craft near one of the bases, and give each base a certain amount of resources depending on it\'s size. So, for example, if you crashed a ship, you\'d have a certain time to save them before they die (Seanoog would end the flight and announce this). The amount of time could depends on the amount of ships, and the amount of parts per ship. For example, for every command pod you\'d get 4 units of fuel, and for each fuel tank you\'d have 1 unit. 2 units would be consumed per day per ship, one unit at 12:00 AM and 12:00 PM. So you\'d have more time to save a pod at a big base than another smaller. We could also have resupply missions, where an official landing craft pad is chosen, and other spaceships have to land on this pad or ring and decouple fuel then get back. It could make a slightly more dynamic experience.
-
NAN errors can\'t happen anymore; the game automatically deletes NAN orbits now.
-
[PLUGIN, PART, 0.17] Bigtrak KSP Edition v.30 Liltrak
Mr_Orion replied to chickenplucker's topic in KSP1 Mod Releases
I\'ve always hated the compensation, it makes it feel sticky... anyways, you reach unrealistically high speeds with it. Couldn\'t the actual weight just be increased a bit? -
Haha, I can\'t tell you how annoyed and ready to scream about inaccuracies when it said 'Solid Rocket Booster Separation'. - It said 'Side', not 'Solid'... Sorry! ??? I wish we had longer-burning stock boosters! For Deimos III, are you going to remove the rocket on the external tank? It might take some balancing wonders, but hopefully you can utilize the magic of gimballing engines. Maybe if you use a tricoupler the combined gimballed power would be almost enough to keep it somewhat stable; anyways, the proper Space Shuttle has 3 engines. Also, try to remove the little fuel tank on the shuttle and replace it completely with rcs; it\'s a bit more accurate to the proper shuttle. I know it\'s not meant to be an exact copy, it\'s just I\'m wondering how possible these things are with our current stock parts.
-
I have 0.8... I don\'t need your fancy-schmancy 'struts', or 'symettry', or 'placing parts next to the rocket then putting back on instead of deleting everything'. But I can\'t find 0.7 anywhere here... :\'(