Cswartz9
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Everything posted by Cswartz9
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You walk up to floor 125, where you find... Nothing. Floor 125 is nonexistent, it just goes straight from 124 to 126. Weird, huh? Anyways, on floor 126 you find...
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However, you see, I didn\'t die. The hill you took was simply a decoy hill, designed to make you run out of boosters and distract your attention while I moved the hill to a top-secret location. My hidden, heavily guarded hill.
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Granted, but I pull out an SMG and kill you afterwards. I wish that this wish will be a wish that will not be corrupted.
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A day later, you walk out of the emergency room and up onto the first floor.
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I take apart the hill, dig a hole where it was, push you into it, fill the hole, then rebuild the hill. My hill.
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Rule 31: If it looks safe, you\'re doing it wrong.
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Kills puppy (Yeah, I\'m that heartless). My hill.
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[FORUM GAME] Rate the avatar of the person above you.
Cswartz9 replied to mincespy's topic in Forum Games!
7.5/10 for a cool-looking spacecraft 8) -
[v0.17] Damned Aerospace Version 1.5.3 + Crewtank
Cswartz9 replied to DYJ's topic in KSP1 Mod Releases
Hmm... Whenever I install this plugin, all of the parts except maybe two of them are invisible and un-attachable anywhere, but they still show up in the list of parts over on the left side of the VAB. The reason I know I\'m actually clicking them is that when I take one and place it randomly, the little 'Engine' sign shows up to the left of the staging menu like with un-attached parts. Also, none of the parts have any description. Any help? I was thinking it might be because I had MechJeb before I got this plugin and so I didn\'t put in the mechjeb that came with the download, but from my understanding the OP says that newer versions of MechJeb would contain the files used for this plugin. -
0.15 Easter eggs? (Obviously possible spoilers inside)
Cswartz9 replied to zombiphylax's topic in KSP1 Discussion
One picture at night xD Nice cage-thing you put around it. -
It looks to me like he was trying to orbit the Mun and got slingshotted into a much larger orbit.
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How to land a spaceplane?
Cswartz9 replied to Cswartz9's topic in KSP1 Gameplay Questions and Tutorials
Oh, okay. Thanks at ton. -
How to land a spaceplane?
Cswartz9 replied to Cswartz9's topic in KSP1 Gameplay Questions and Tutorials
Yeah, I\'m using the wheels that come with the pack. Or are you talking about the plugin ones that extend and retract? Also, a bit of extra information: I\'m usually going about 45 mp/s when I hit the ground. Should I be trying to get it to move more slowly? I\'m pretty sure most of that speed is horizontal. -
I\'ve been playing around more and more with C7\'s spaceplane pack recently, seeing as in the next few days an official update is coming with them and I want to be prepared. However, whenever I try to land my plane it explodes from the shock of landing. I\'ve tried gliding, landing skids, splashdowns, you name it; the wheels or skids just aren\'t enough to land without the plane coming apart. And they aren\'t large, either - just the command module, an engine and some wings. I\'m looking for any tips on how to make an effective landing on a smallish spaceplane that leaves it able to take off again. Any help at all is appreciated.
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Is there a type of space navigation and guidance system out there?
Cswartz9 replied to techtakular's topic in KSP1 Discussion
MechJeb gives you a really good autopilot system, if that\'s what you want. -
(Sorry I don\'t have any pictures, I didn\'t figure out how to make screenshots in KSP until just now ) Basically, this is an account of my first serious attempt to try and land on the Mun and then get back. I designed a ship capable of getting me to the right altitude and took off. My plan was to get to the 11,400 km orbit around Kerbal that the Mun followed and then drift until it came close, at which point I\'d go into the Mun\'s orbit and then land. I got into the orbit near-perfectly, but I\'d misjudged the position of the Mun at the time and ended up nearly on the opposite side of orbit from it. I was going a measly 2 km/s slower than it, and I was worried that if I tried to speed up or slow down I\'d end up spiraling out of the galaxy. So instead I cranked up the Warp Speed to the maximum and started waiting. It took a while, but eventually the Mun started growing closer and closer, to a point where I was worried I\'d just end up crashing into the surface. Now, here comes the problem: I ended up messing up again with my judgement of position, and wound up thinking the Mun\'s sphere of gravity was much smaller than it actually was, so I put the Warp Speed back up to wait a bit longer. But once the Mun was close enough it passed much quicker than I\'d thought, and by the time I turned off warp speed I was completely disoriented. I went the command place on the surface and looked at the map of ships, and it showed me as being right on the edge of orbit with the Mun. Thinking all was well I returned to playing and, much to my surprise, I ended up being immediately slingshot-ed to about 20,000 km. I went back to Mission Control or whatever the mapping is called, and it showed me in a new, very high altitude-and-velocity orbit. I warp-speeded in a last-ditch effort to get to the Mun and ended up getting slingshotted AGAIN. This time I ended up spinning out of control out of bounds. Sadly, I was forced to end the flight in failure. What I learned from this: USE WARP SPEED SPARINGLY. SERIOUSLY.
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So there\'s no easy way to get rid of the debris while keeping the ship that released it in orbit? Or am I just reading this wrong?
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I\'m relatively new to KSP, and I\'ve recently taken a short break from my unsuccessful trips to the Mun to get a few basic ships into orbit around Kerbin. The problem is, my design ends up splitting stages right as I get into a sustained orbit, and as of now I\'ve got several pieces of debris in a perfect orbit only 10 meters or so below my craft\'s orbit. I was wondering if there are any ways to get this debris out of orbit; I\'ve tried sending a really basic craft full of flammable items into space while the debris is directly overhead, but it\'s EXTREMELY difficult to crash into the debris that only consists of a fuel pod and a liquid engine.
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Am I supposed to have 3 liquid engines in my parts?
Cswartz9 replied to Cswartz9's topic in KSP1 Discussion
Okay, thanks for the info. -
So I\'ve been having tons of problems with KSP lately (I haven\'t even been able to play the game, despite multiple re-installs) and that\'s driven me to check out pretty much every part of my computer to find the problem. I ended up looking through the parts list in the KSP folder, and found three different parts labeled \'LiquidEngine 1,\' \'LiquidEngine 2,\' and \'LiquidEngine 3.\' So far I\'ve found them completely the same in every aspect, and I was wondering what the purpose of them is.