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Everything posted by colmo
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Recovery assets and helicopter advice
colmo replied to Scrogdog's topic in KSP1 Gameplay Questions and Tutorials
Helicopters are hard. Here's a few tips: - Don't use anything that generates lift or much drag apart from the rotors. They just make the craft behave strangely. - Perfectly align CoM with CoT, the centre of your fuel tanks (the TAC fuel balancer should help if you use multiple fuel tanks) and the winch. This prevents CoM from shifting with fuel use or lifting cargo. - The chopper should be able to lift off with about 1/3 throttle. If it needs more, it's underpowered. - MechJeb's SMART A.S.S. is helpful in preventing sudden loss of control. Especially useful while concentrating on winch work. -
Next stop: holllowed-out, post-mining operation asteroids.
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[Video] I'm Scott Manley and These Are My Kerbal Space Program Videos
colmo replied to illectro's topic in KSP Fan Works
I just watched the killer asteroid video, and while the final impact rather lacked in the hypervelocity-impact-with-huge-devastation department, the fact that such a massive object (what was the mass of the one you used?) can now be touched without insta-killing vehicles and (possibly) Kerbals, opens up the asteroid space station angle. If you could incorporate such a base into the Re-usable series, well that would be just gravy..... -
[WIP Plugin] Extraplanetary Space Centers!
colmo replied to skykooler's topic in KSP1 Mod Development
Agreed, the resource stuff is just fluff. Get the main part out and leave that to later - if the licensing is going to be a problem, abandon it until official resources are implemented, just make generic resources slowly respawn until then. -
Welcome! I understand you're based in Mexico - within range of the Squad office? It'll be a major boon having someone with dev facetime.
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The Linux compatibility thread!
colmo replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
I've just reinstalled my system (now OpenSuse 12.3 with a better Nvidia card) and I've forgotten how I fixed the fonts issue, in this case for Steam. Please jog my memory! -
Ping! Ping! Ping! Sonar, I hope? Submarine navigation entirely via instruments and IVA could be a challenge in and of itself. The Lazer mod lends itself well to a periscope, btw.
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Long-term Laythe Mission (pic heavy) - ^_^ With Part 45 ^_^
colmo replied to Brotoro's topic in KSP1 Mission Reports
This. This is the craft you need. http://forum.kerbalspaceprogram.com/showthread.php/24734-Amphibious-VTOLSSTO-%28Image-heavy%29 -
Long-term Laythe Mission (pic heavy) - ^_^ With Part 45 ^_^
colmo replied to Brotoro's topic in KSP1 Mission Reports
Loving the narrative. You've taken care of your Kerbals enough to record what they've done. How do you record the GIFs? For vessel recommendations, I'd consider: - a dual-cockpit (Mk1 + Mk2 cockpits) or Mk3 cockpit VTOSL transport (S for Short - you have Damned Robotics already, so might as well), handy for making those tricky landings. - A boat, because you seriously have a lot of water to navigate. Trickier to do if you want to avoid mods, but there are a few out there that really suit, like Tosh's pontoons and the propeller mod (I doubt you'll manage to get Infinitedice's aircraft carrier to Laythe!). Plus, electric props don't need refuelling. This also makes an electric Firespitter powered plane or helicopter tempting. -
BYOB (Build Your Own Bridge). Awesome, just what I imagined for Alskari's hollow parts and things like forthcoming biodomes. Will those behave as seats with proper IVA controls?
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[0.90] Tweakable Parameters ( V4.1 Released 25 Dec 2014 )
colmo replied to HoneyFox's topic in KSP1 Mod Releases
I'm looking forward to using this for tweaking ASAS settings, because one size does not fit all. -
[WIP Plugin] Extraplanetary Space Centers!
colmo replied to skykooler's topic in KSP1 Mod Development
Repost of ideas lost in old thread: - A shipyard variant for launching boats. - A single use version for erecting fixed-in-place buildings (launchpad is a foundation). - Roll-on-roll-off version for launching land vehicles and space planes. -
How long before the first KSP spoof of this trailer?
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I suggested a shipyard variant of the Extraplanetary Space Centre mod. skykooler lost his account so I presume he's getting that sorted out again.
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I'm thinking a controller and interfaces sub-forum might be the way to go. Might be worth asking the mods nicely, once the shake-up of the comms team is done.
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The ability to construct and launch craft from a self-contained facility. I'm really looking forward to this one, hope the author can be traced.
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This is why Linux on mobile (Ubuntu will soon be launching it on phones) will succeed where Win 8 fails; the UI is distinct from the OS. Anyone using Linux will know they can chop and change window managers to suit their needs, yet the heart of the system remains untouched.
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I'd imagine there's a few Warhammer 40k treadheads wanting to build Rhinos, Chimeras, Land Raiders and the like.
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Part generator Version 2.X release / open beta
colmo replied to Lando's topic in KSP1 Tools and Applications
Looking forward to the SRB maker. For engines, instead of scaling them up, use dynamic clusters - custom configurations of existing engines in combination. Advantage over doing it manually is to keep part count down. -
[0.17] Portable Landing Pads and Runways, Up to 2 km Long
colmo replied to Hooligan Labs's topic in KSP1 Mod Releases
I hope the Aviation lights pack sticks to them - ideal for night-landings! -
Looks really good. I tried this mod and there were no portraits, so no way to go to IVA (that I know of)? Is there any way to make the car slide instead of tip at high speeds?