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Everything posted by SkyHook
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Great posts so far! The only small critique that I have is that the static, solid habs look a bit crude. The gray panels look like they were attached after the fact and not too cohesive. I would suggest a retexture to give the panels a more specular look or changing the texture such that both the main hull and panels are the same color. Again, stunning parts! Can't wait for the prerelease!
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Christened both of my Duna craft! Shepard will be a crew transport and habitat while on orbit/in transit to Duna, and Valhalla will land crew and cargo on both Duna and Ike to complete some 4 million funds worth of contracts at the Red Planet. This is the culmination of about a month of designing and testing of both craft. Ad Astra! AR-01 Shepard AM-05 Valhalla
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[1.8.x- 1.12.x] LLL Continued Dev Thread - New BETA Release
SkyHook replied to linuxgurugamer's topic in KSP1 Mod Development
@LeLeon Great! As long as they are searchable I don't have a preference. -
[1.8.x- 1.12.x] LLL Continued Dev Thread - New BETA Release
SkyHook replied to linuxgurugamer's topic in KSP1 Mod Development
The names are fine for me. Descriptive is really good in many ways. It also helps immensely for searching through parts, since IIRC this mods adds 100+ parts. I would vote to keep the names. Sincerely, LLL User since the prerelease. -
I just landed both of the support craft for my Expedition 4 to Minmus. The KC-03 "Packrat" will provide the raw building materials for my refueling pipe system at KerbCo Mining Outpost. The other mission will accept 1200 units of Ore to complete a contract. Lastly, the Kerbals will need to rendezvous with the two craft in orbit that need to get home but do not have parachutes. The Expedition will net some 1M in funds for my program. Wish me luck all!
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Outpost requirement "must be on motorized wheels"
SkyHook replied to Scott Vandezande's topic in KSP1 Discussion
Any more tips, oh great master of the Kerbals? lol- 5 replies
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[Request] Kerbal type specified in rescue contracts
SkyHook replied to MartGonzo's topic in KSP1 Mods Discussions
If you go to the "assigned" tab of the astronaut complex, you will find the names and professions of all stranded Kerbals as a part of rescue contracts. As an additional bit of information. it appears to me that the Kerbal role is determined by what ever you have the least of at the time of contract acceptance (e.g. If you have 3 Pilots, 3 Engineers, and 2 Scientists, it will generate a Scientist). Hope this helps! -
Outpost requirement "must be on motorized wheels"
SkyHook replied to Scott Vandezande's topic in KSP1 Discussion
Ok I will try that next time! I though it was because I was using mod parts. I ended up cancelling the contract and cheating myself the 680k I netted.- 5 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
SkyHook replied to ferram4's topic in KSP1 Mod Releases
Orbital decay and VAB flickering have both been solved as of KSP 1.2.1, jsyk.- 14,073 replies
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Well just a tip for when you get srs bsns
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Might I recommend a separate sandbox save? I develop all my craft there because I can cheat to orbit, etc. without worrying about my persistence file, having to revert, etc. Also, I do not have to worry about career mode restrictions, etc.
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Thanks!
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Is Smart Parts still updating?
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
SkyHook replied to ferram4's topic in KSP1 Mod Releases
No problem Ferram! I am waiting patiently and look forward to it. I have to much do in space right now anyway- 14,073 replies
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The game is very stable for me. I have about 20 mods installed and only one crash thus far, and I am pretty sure it is related to the Trajectories mod. I have, however, experienced some small bugs. one, the stock procedural fairings disappear when I open the settings menu and change a setting (any setting from what I can tell). I am also having graphical issues in the VAB (the UI flickers when mousing over certain elements). Otherwise, the game is very stable, 60fps even with demanding graphical mods. Play it!
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My Comsat array is always named "Whisperer" and I have variants per body. For example, the Keosynch array is Whisperer G , and for Mun, it's Whisperer M, etc. Otherwise, I have programs that every craft falls under.
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I see the forums have changed, MechJeb topics used to be banned! I will use Mechjeb as soon as it becomes available. it is incredibly useful and a great way to automate repetitive tasks and ensure accuracy. For the time being I am using KER fo rthe telemetry and it is just as great!
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It happens man! I just came back after not playing for 2 YEARS. My drive is stronger than ever and I can't wait to get home every day and play the game. My advice to you if anything is this: TAKE A BREAK. Heard Battlefield One was pretty good
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I tested and tweaked my Minmus Fuel Tug. WIth the 10m Heatshield, it only costs about 800d/v to get into a phasing orbit around Kerbin. Maybe 200d/v more and it would be rendezvoused with my main Fuel Depot. With some final tweaking, she is ready for service!!
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[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
SkyHook replied to RoverDude's topic in KSP1 Mod Releases
Nice! This will probably update around the time my space program advances enough to use these.- 1,473 replies
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I haven't played the game in a while, but one of the techniques that that that I used was this: Every craft that I built belonged to a program. This program was given a Two-letter abbreviation, and each craft was given a program number. The naming scheme resulted in: - XX-01,02, etc. Lastly, each craft was given a nickname. For example, my reusable spaceplanes fell under Project Astral Might. Thusly, my spaceplaces were named: - AM-01 "EuroBird", - AM-02 "Ursa" And so on.This naming scheme is organized, methodical, and adds an "official" flare to my space program. Hope this helps!
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[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
SkyHook replied to Nils277's topic in KSP1 Mod Development
Excuse me if this has been suggested already..but I'm dying for Surface Attach functionality for the parts. -
About 80% done with my first iteration of my wingless shuttle. The shuttle is meant to carry about 10 tons, 7 kerbals to both moons in the Kerbin system and back, as well as downmassing payload (why I would need to do that I don't know right now). She is finally taking shape!
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
SkyHook replied to ferram4's topic in KSP1 Mod Releases
So glad to hear that this is updating for 1.0! Now I have to wait to start my career/sandbox playthrough!- 14,073 replies
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My off day is Tuesday..so I won't have to! I will download it and play into the wee hours of the morning (mods being updated notwithstanding)!