brians200
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Everything posted by brians200
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[1.0]CactEye 2 Orbital Telescope BETA 5.2
brians200 replied to Raven.'s topic in KSP1 Mod Development
Thank you for bringing this back! As an idea for the asteroid cameras, you could change where the asteroids are being found based on the level of the telescope. Something like: Level 1 will find asteroids that will pass by Kerbin Level 2 will find asteroids that are between Duna and Jool (Dres area?) Level 3 will find asteroids (comets?) that are sun divers or out beyond the orbit of Jool Similar to how this mod worked. Maybe you can collaborate. http://forum.kerbalspaceprogram.com/threads/80483 -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
brians200 replied to stupid_chris's topic in KSP1 Mod Releases
I completely missed that change! Thanks for this awesome mod -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
brians200 replied to stupid_chris's topic in KSP1 Mod Releases
After updating to the new version, I lost access to a lot of the parachutes. I can still load ships that have the other parachutes on them, but they don't appear in the parts list. -
There is a large pole sticking out of Ablate. If you want a challenge, you can try landing there
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Here is a large ship I built to go to Joker, on the other side of the solar system. The payload has about 16500 m/s of delta-V to give you an idea of what it takes to get there and back. All together, it has 21,848 m/s of delta-V. The payload is 284 tons, which is the equivalent to 7.9 of those large orange tanks. Here is a picture of the lander, for reference http://i.imgur.com/O1P8obO.png Yes, I use mechjeb, but you can see what it takes to get a large mass into space in terms of your launcher, which will give you more fuel to work with. Here are some tips for your launcher. Use asparagus staging, horizontally and vertically. As soon as the lower stage is out of the way, fire the engines above it, but continue to use the fuel from the lower stages. You can see this around 48 seconds and 1:30 in my video. You are going to need lots of thrust all the way up. I have seen lots of ships that start with 5 engines, then go to 3, then go to 1, which isn't even strong enough to lift the weight of the rocket, then back to 5. Following that bad approach, that ship could barely lift 150 tons to orbit. If you aren't planning on coming back, you can definitely use more of that fuel for traveling to Ablate. Good luck!
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The 3 meter engines are awesome. They allow you to lift much heavier payloads, meaning less launches to complete a mission.
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Yes you can. Go to the advanced tab in Smart ASS and you can find it.
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If you use one of the telescope mods, you can zoom all the way in and see every planetary body.
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No. It hasn't for a while
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Request: Can someone help me with MechJeb?
brians200 replied to Tex's topic in KSP1 Mods Discussions
If you just want a docking autopilot, consider downloading ORDA http://forum.kerbalspaceprogram.com/showthread.php/36379-Plugin-Parts-0-21-1-Orbital-Rendezvous-and-Docking-Assistant-%28ORDA%29-v1-0-9-1 It has been around since before docking was even apart of the game! -
[1.1]Hullcam VDS - mod adopted by linuxgamer
brians200 replied to Albert VDS's topic in KSP1 Mod Releases
Lazor does nothing to the launch clamps. They act like they would without Lazor installed -
I need help Installing Romfarers Lazor system on .21
brians200 replied to Djhase99's topic in KSP1 Mods Discussions
Make sure you put the Romfarer folder into KSP/GameData and the SPH folder into KSP/Ships. Do not touch or move the folders in any other way -
Now that I think about it, Pirate did release a nuke for his weapon pack, using Lazor's guidance. http://forum.kerbalspaceprogram.com/showthread.php/36071-0-20-Pirated-Weaponry-V0-31
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I do have the bombs from an older version, but they no longer work, as a lot of stuff has changed. They were removed from the game in .17
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If I attempt to resurrect a dead mod- am I allowed?
brians200 replied to Tassyr's topic in KSP1 Mods Discussions
There was a post about what to do with the increasing amount of abandonware before the great forum derp. They were starting an initiative to contact the original authors and try to get permission. The mods made it clear that if there is no license or the author says no, you cannot use their work. -
If I attempt to resurrect a dead mod- am I allowed?
brians200 replied to Tassyr's topic in KSP1 Mods Discussions
You will have to look at the license he has with the pack. If it doesn't allow for it, there is nothing stopping you from creating the same exact thing from scratch EDIT: if it is this pack http://forum.kerbalspaceprogram.com/showthread.php/25281-NFJ-Inc-presents-The-NFJ-Truss-Pack I do not see a license involved, and that means you cannot use his work. -
The Lazor mod is broken up somewhat. Here are all the parts. http://kerbalspaceprogram.com/sunbeam/ http://kerbalspaceprogram.com/lazor-cam/ http://kerbalspaceprogram.com/lazor-docking-cam/ http://kerbalspaceprogram.com/lazor-guided-weapons/ http://kerbalspaceprogram.com/robotic-arms-pack/ http://kerbalspaceprogram.com/lazor-system/ However, the bombs were removed several versions ago. There are now just small, medium, and large missiles. Small Missile - Lazor guided missile, with a built-in camera, designed to create low grade seismic waves for planetary surface studies. This missile has a maximum effective range of 7000 meter, going at velocity up to 450 m/s at surface level, upon impact this device will send out a shockwave with a radius of 90 meter. When connected to a lazor system vessel, this missile receives beam riding and target seeking control. Medium Missile - A bigger version of the Lazor guided missile, increasing the velocity to 500 m/s at surface level, range to 25km and blast radius to 350 meter. When connected to a lazor system vessel, this missile receives beam riding and target seeking control. This missile can not reliably hit targets which are closer than 1km away, for that you need the small missile. Large Missile - This is a cruise missile designed for long range deployment. It can reach targets up to 90km and will eventually reach a velocity of over 1000 m/s at surface level. The blast radius of this missile is 2km and it will wreck havock on your launch craft if detonated within this range. Use with caution. If you are just outside of the blast radius, your ship will experience a large force pushing it away
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[1.1]Hullcam VDS - mod adopted by linuxgamer
brians200 replied to Albert VDS's topic in KSP1 Mod Releases
Is there a way to change the cycle controls? Kerbcam currently uses f8 to open and close the gui -
MSI Afterburner is free and works just fine with ksp
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This pack is broken up somewhat. Here are all the parts http://kerbalspaceprogram.com/sunbeam/ http://kerbalspaceprogram.com/lazor-cam/ http://kerbalspaceprogram.com/lazor-docking-cam/ http://kerbalspaceprogram.com/lazor-guided-weapons/ http://kerbalspaceprogram.com/robotic-arms-pack/ http://kerbalspaceprogram.com/lazor-system/
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I would suggest putting solar panels on your example craft, as turning now requires electricity. It might also be a fluke, but these 2 pieces survived a fall from 100km, without parachutes. http://i.imgur.com/ndTwUuF.jpg
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Trying to locate certain mods. Please assist! Thanks.
brians200 replied to NKato's topic in KSP1 Mods Discussions
If you don't like docking, you can use this. http://forum.kerbalspaceprogram.com/showthread.php/36379-Plugin-Parts-0-21-0-Orbital-Rendezvous-and-Docking-Assistant-%28ORDA%29-v1-0-8-1 It is from around the days when docking wasn't even in the game, but it still performs it's job perfectly -
Removing the flow state button
brians200 replied to SuperWeegee4000's topic in KSP1 Suggestions & Development Discussion
This is a horrible suggestion. It has many functions, like preventing fuel and rcs from being taken from tanks that need it at other points in the mission. For example, if you attach you have fuel tank -> docking port -> docking port -> fuel tank -> engine, when you fire the engine, both of those tanks will have their fuel drained. However, you probably wanted to use the fuel on the other side of the docking port for something else. -
With the new torque changes that came with version .21, a lot of the old command pods that came in pure parts packs, like you described, would no longer allow you to turn the rocket. This could be fixed manually, by adding reaction wheels, or waiting for the author to update it