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KSP2 Release Notes
Posts posted by Royale37
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Have you found a solution yet?
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Pretty screenshots.
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5 hours ago, SundayBreath said:
In fact it was my childhood obsession with rockets that got me into KSP.
For me, it was my childhood obsession with KSP that got me into rockets haha.
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I am having the exact same issue, but only in orbit of the Mun on the dark side. I posted a similar question before you but no responses so far.
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I, for one, support this idea.
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3 hours ago, Gargamel said:
Well, then specify a Single stage spaceplane. Spaceplane =/= SSTO. SSTO = Single Stage to Orbit. A spaceplane might be a type of SSTO, or not. A vertical launch rocket can easily be a SSTO. Any SSTO can also have stages that are deployed after reaching orbit.
Knowing that, is there a limit?
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Welcome to the forum!
I found this one online. I don't know if it's good as I have never used it, but it looks like what you're looking for. I think you still have to place individual tiles, but it looks like there are bigger tiles so you can keep part count down.
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Yours vs. mine:
]
It's clear that I need more practice.
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4 hours ago, king of nowhere said:
you mean, the plane goes on its own and will not discard stages?
Correct, no dropping stages.
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On 8/28/2024 at 5:30 AM, Just Jim said:
IDK who's still reading this. But thank you!
I'm reading this, Jim. I'm reading this.
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Welcome to the forums!
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More suggestions:
- make a newtons cradle out of asteroids
- circumnavigate every planet
- get as far away from Kerbol as possible
- see how many tons you can get to orbit in one launch
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Any mods? Screenshots pls?
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I also had this problem, but I can't remember for the life of me how I solved it! Sorry, I'll get back to you if I remember!
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Hi, I have been experiencing a weird glitch on the dark side of the Mun - here's a picture:
Sorry it's hard to see, but it would only happen on the dark side. You can see the Mun on the left, and a dark "curtain" covering part of my craft on the right.
My visual mods are:
- Astronomers Visual Pack (8k textures)
- Parallax 2.0
Thanks!
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I tested a plane mounted on a rocket in my early career save.
Worked fine till landing. But we don't need to talk about that. Jeb survived, that's all I'll say.
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Question: If I were to launch an SSTO from the runway at the KSC, would there be a theoretical limit to how much delta-v it could have? I'm talking completely stock, and on the most efficient flight path.
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Hello,
I have installed TAC life support and Planetside Exploration Technologies via CKAN, but the hydroponics module doesn't seem to be growing food. The part in question is the "PT M100G Hydroponics Module." I have put scientists in the module, and clicked "Grow Vegetables," but food diminishes over time and it isn't replaced with fresh food from the greenhouse.
Am I missing something? Does it take time to grow food? Do I need additional resources? The hydroponics module says that it is "Operational."
TACLS is compatible with PET, by the way.
Thanks!
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Solved it - it was from a mod called launchpad 39-b that I didn't install. Deleted it and everything works fine.
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Are you talking about solar panels from the stock game, from a mod, or both?
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Forgot to put this in the above post, but...
Landed the boosters from the above post near the KSC to earn back some funds.
Sorry for the double post!
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Continuing from last time. . .
Today in KSP I did two minor missions: Manned flyby of Duna for extra science and 3rd landing on the Mun also for extra science.
I also started the New Possibilities Space Station in an orbit around Kerbin at about 80Km. Today I launched the core, fuel tanks, hydroponics module, hab module, snacks containers, and SSTO docking port.
Here's the station so far:
After launching the station core, I also launched the tug.
Here's the process:
The assembly consisted of three separate launches. Each one cost me about 45,000 funds.
Rendezvous-ing?:
The tug grabs the modules:
Docking:
I repeated this painful process 3 or 4 times until the station looked like this:
Once the I send up the final modules (science and solar arrays) I will crew it and fill the big tank with fuel. Now I have to do a ton of contracts to regain the funds wasted on this
heap of junkreally cool space station. -
15 hours ago, Krazy1 said:
Nice pics. Just remember to turn the lights on so we can see the ship.
Yesterday I did a fast flyby and seismic impact on Ike (JNSQ). I had a relay satellite with the booster still attached, which was quite useful for the impact. Achieved a "personal best" of 57 GJ. You can see the energy in KSP.log or Alt-F12 console in game:
Seismic Event Detected on Ike - Impact of 57779313693.4181J. Total Mass 5.491298. Initial Velocity 4587.369.
Pics:
I made a video of the Ike flyby but I suppose it's nothing you haven't seen before.
Now I have a contract to impact Duna and that will be much harder due to the atmosphere.
Thanks for the suggestion Didn't realize bc I have my brightness turned up so I could see the ship.
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Continuing from last time. . .
Before leaving the Mun, Bob wants to anyalyze some rocks.
He then climbs back into the ship.
Goodbye, Mun!
Staging
Hot re-entry!
Parachuting down.
Home safe and sound! In total, we earned 277 science!
Black mask when spawning ship in nightime
in KSP1 Technical Support (PC, modded installs)
Posted
Thanks so much!