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Everything posted by TheCardinal
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Replica Airways: Recreating aircraft!
TheCardinal replied to One01x's topic in KSP1 The Spacecraft Exchange
Pictures would be nice. -
Replica Airways: Recreating aircraft!
TheCardinal replied to One01x's topic in KSP1 The Spacecraft Exchange
Please try to build the XB-70, the most beautiful plane ever! -
Last guess: word(s) or written words. - a gravestone has words on it - the bible says that those who know His word(s) will be with Him in heaven - the bible is also called The word or His word - words contain information - written words can outlast the lifetime of the writer - words are often disregarded and ignored - words can be written on anything - written words remain visible for as long as they're not erased (or burned etc.)
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Thanks for that tip! I had to use ctrl-alt-delete to close KSP, this is much more elegant.
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The only thing i can think of next is 'ideas'.
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Due to the absence of a proper manual it took me quite a while to understand how the mod works. It would be nice if you could provide (new) users of the mod with an explanation how to use the mod. I have found two bugs so far. 1) When trying to transfer RCS fuel, the program interface turns grey as soon as the detination tank has been selected. The user has no more control of the mod and looses the possibility to end the flight when the interface covers the small control screen (with Resume flight .......End Flight). 2) The mod only allows for 1 FUEL transfer to a ship. If a second refueling to that same ship is necessary, one has to exit the game and restart it. I'm using version 0.1.4 of the fueltransfer mod, KSP 0.16, the only additional mod is Cart133.
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As i said probably not the correct word. I meant (the) information that you can read on road signs for example. It tells you which direction you should take to arrive somewhere. Or the distance. Or nameplates on doors. Arrows pointing somewhere. A radiation sign on a vessel. Hazardwarnings. Traffic signs. Etc. I just summorized it as information.
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Perhaps not the correct word but information (or directions) seems to cover it.
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Building an efficient space plane?
TheCardinal replied to EndlessWaves's topic in KSP1 Gameplay Questions and Tutorials
You're wrong on that point. Wings do provide lift (although they also can deflect airstreams). Without pictures i can only assume that you're using rocket engines on your craft. Rocket engines consume fuel at a much higher rate than jet engines. Using them for horizontal flight therefor is very inefficient. At the beginning of a horizontal flight a rocket engine provides power to achieve a certain speed by which the craft can climb (due to the generated lift). When that speed is reached, drag forces has increased so much that all of the power of the rocket engines is used to just maintaining the speed. A vertical flight has the advantage that the air density decreases with the achieved altitude. Drag therefor deminishes with the altitude (given the same speed), so part of the power/force is used for increasing speed by which you reach a higher altitude with less drag which again etc.. If you look at the designs in the real world you'll see that they are based on a vertical start as a rocket and landing as a "plane". (Space shuttle, Dynasoar etc.). The wings and controlsurfaces of the "plane" not only give some manoeuvrability to the craft but also allow for a much higher landingweight (because of the lift they provide. Could you imagine what would be necessary to land a 747 with parachutes instead of wings?) Whiteowl (a KSP player) has made several YouTube movies where he uses planes to get a craft into orbit. (look for whiteowl / grunt / oxcart). The movies probably will help you a lot in designing and using spaceplanes. Cheers, TheCardinal -
Option one and two seem reasonable solutions to the current problem. Personally, I dislike option three. The most important question at this moment is: How many contestants do not have the NovaPunch mod at this moment? I suspect the number will be small (1? 2?) If the number is very small, other options are: Four, suspend flights for those persons with the garantuee that when the license issue is resolved they will immediately move to the top of the list. Five, creation of a (temporary) collection mod of currently used NP parts, only downloadable by those persons. A patch to keep operations going. Previously unused NP parts are not included so cannot be added. Six, restart the modbase completely. At some point the limit of possible ships in the persistence file will be reached anyway.
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To Mech-Jeb or not to Mech-Jeb, that is the question...
TheCardinal replied to Vostok's topic in KSP1 Mods Discussions
[quote name=Tigga;242451 ... All the more advanced auto-pilot functions - launching' date=' landing, transfers, exact orbiting etc - I'd prefer to see them left out of the core game. As a gamer one could argue "but it's optional, so why not include it?", however one of the skills of being a good game developer is working out what is needed and what is not. You have to put in place restrictions, otherwise the sense of achievement for a gamer playing the "stock game" is diminished. If the "add everything because it's optional" argument is valid surely we should have infinite fuel tanks, or indestructible components available as default? Optional, but very likely to ruin the fun for a lot of new players. I consider that an invalid argument. If a player wants to have infinite fuel or indestructible components the player merely has to alter the part.cfg of the required components. There is nothing which prevents the players from doing so. The developers left that choice completely to the players. Restrictions can enlarge the sense of achievements, true. However if the difficulty exceeds the capabilties of the players (or makes the learning curve to steep), players tend to loose interest and move on (to a different game). The game provides sufficient challenges, even with MechJeb. I would applaud when Mechjeb would become a part of the main install. It wouldn't deminish the challenges, but it certainly would make it more likely that MechJeb functions correctly when a new KSP version is launched. -
[1.3.1] Aviation Lights v3.14 [use MOARdV's version instead!]
TheCardinal replied to BigNose's topic in KSP1 Mod Releases
Bignose, the lights are GOOD !, so don't expect complaints or suggestions from a lot of people. The lights do what they're meant to do. If you really want idea's of things you could make (with lights), here are a few: - flashing signs (with texts like "Danger" or graphical symbols like f.i. the nuclear symbol) - multiple lights or arrowheads which flash in sequence (like roadsigns) - (a personal favourite) a large thin flat surface which displays concentric circles moving to the center. Like the landingpad on the moon in the movie 2001. To be placed on launch/landingpads on Mun or Minmus (such as the Cargopad in one mods).- 799 replies
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I think you've misunderstood Deviantdigi (unless i'm the one who has misunderstood). As i understand: Ship 1 (source) has 400 fuel. Ship 2 (destination) had 1600 and now just has 200. Transferring the 400 from ship 1 to ship 2 doesn't work.
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To Mech-Jeb or not to Mech-Jeb, that is the question...
TheCardinal replied to Vostok's topic in KSP1 Mods Discussions
Automation was a bigger part of the Apollo mission than you might suspected. Take for instance the liftoff to orbit from earth. That was fully automated. No human interaction was required (in fact it would have been detrimental). The onboard computer(s) consisted mainly of electronic parts like transistors and handwoven ferrite ring memory. Afaik they didn't use IC's yet. In my opinion using MechJeb isn't cheating, just using technology as it exists. -
[0.17] ExPI: Space Stations [0.4], Interplanetary Probes [0.1.2]
TheCardinal replied to Pelf's topic in KSP1 Mod Releases
At the right of the symmetry 'button' is the 'snap to angle - button' (top left in the VAB/SPH screen). Click on it. That will probably solve your problem. -
I did land a craft consisting of two sheds, a landing platform, a truck and some reserve fuel on Minmus, close to Minmus Prime base. The intention was to place al those parts seperately on minmus, however this morning i noticed that i hadn't set the staging correct (after the first staging, too late to correct my mistake). The result is so disappointing that i preferably would like to start over again, however my time is up now. Therefor i won't post a new persistence file (i.e. i retract my current addition). I will start over with the same craft next time my turn is up. Mission: As described above with spacestation parts as my mod. Please sign me up again. As a small consolation a screenshot of the craft. [ATTACH=CONFIG]31477[/ATTACH]
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[1.3.1] Aviation Lights v3.14 [use MOARdV's version instead!]
TheCardinal replied to BigNose's topic in KSP1 Mod Releases
1 light at every 10 meters would mean 200 lights on each side. I doubt if KSP could handle 400 to 500 ships in the persistence file.- 799 replies
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FYI, the problems reported in the last two pages also occur when the kethane mod isn't used. I've had exactly the same problems when using several mods combined with the FuelTransfer mod. Although that doesn't mean that the kethane code couldn't contain something which interacts unfavourable with a modded KSP 0.16, it makes it more likely that the kethane mode isn't to blame. (I have check more to give a more detailed comment).
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[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
TheCardinal replied to Yogui87's topic in KSP1 Mod Releases
If you read the first post of this thread (again), you can answer that question yourself. -
As it is your first post i'm assuming your new to the forum. It is customary to place the downloads in the first post of a thread and update it there when a new version has been created. Your post is #361. Post #1 is the first post of page 1. Somewhere in that post you'll find the download button/marker. Good luck and enjoy yourself.
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Designed by Slartibartfast?
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I frankly don't understand what is so wrong about that.
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So far the arches have proven to be indestructible. You'll sooner destroy KSP than the arch. (But hey, it'll probably be fun to try it anyway )
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[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
TheCardinal replied to Tiberion's topic in KSP1 Mod Releases
Sorry, I didn't know/realise that. Consider my previous post as if it wasn't made. -
That has been mentioned before in some thread or another but no one could come up with an explanation. Prior to KSP 0.16 nothing exploded when it went under the arch. Many of my rovers went through the arches without any mishap (prior to 0.16). It might be due to a wrong mesh but it also could be intentional. Your guess is as good as mine.