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KSP2 Release Notes
Everything posted by SkyHook
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[1.0.4] Smart Parts v1.6.6 | DDS Textures and Bug Fixes | July 5
SkyHook replied to Firov's topic in KSP1 Mod Releases
EDIT: New update fixed things.. -
The 0.25 Waiting Room, now boarding passengers heading to Hypetown
SkyHook replied to Rowsdower's topic in KSP1 Discussion
ALLLL aboard the Mighty HYPE TRAIN! It will take us all to the launch of the 0.25 Hypeshuttle! -
[WIP] Launch Funds - Fixed Per-Launch Budget
SkyHook replied to Mr Shifty's topic in KSP1 Mod Development
I like number three but disagree with the rest. 1. Not earning contracts for certain contracts would imply that there is no scientific value in exploring new bodies or testing parts in different conditions. This is not true. 2. Not bad, I don't really have a problem with it other than it being easy to exploit. As long as I launch rockets under budget, I could launch an unlimited number of them (from what I understand). 3. I like . The problem of budgets is their association with time, however. Any feature that depends on time could be exploited by mashing the time warp button. 4. Disagree vehemently. This is counter intuitive for me, considering that the main hurdle of rocketry is that you have to scrap the entire rocket every single time. I'm not understanding why you would want to discourage efficiency and reusability. 5. It limits options, with no reward. Limitations without reward aren't fun IMO. -
Congrats! That is a feature list that is hard to match...I may just set up an account and manage my mods there
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As soon as you can, design and fly a mission to Minmus. The planet's low gravity decreases the size and complexity, and with several experiments, you can get about 200-400 science per biome. You can make several hops to adjacent biomes for ALL TEH SCIENCE! Seriously..even with my constraints (life support, FAR, etc.), I was able to manage about 1700 science from my first (Manned) Minmus trip. Those EVA Reports and surface samples add up.
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Eclss always was my favorite Life Support mod. Happy coding! If and when you get a good release up and running, I volunteer to test it out! EDIT: Apparently this already came out...lol.
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The Science lab eats all 1200 of your science..
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Realism in KSP - Various Ideas with Pros/ Cons
SkyHook replied to I_Killed_Jeb's topic in KSP1 Discussion
My answer to the OP: Aerodynamics -Pros- Intuitive behavior, rewarding experience with planes. -Cons- Whackjobbiness will be...punished lol. Universe Scale -Pros- Realism, other than that, none imo. -Cons- Boredom, and a need to completely rebuild every craft you ever built. Isp -Pros- Possibly fun challenge. -Cons- Relearning rocket engines may be too steep of a learning curve for some. Life Support -Pros- Again, a fun challenge that adds utility to Kerbals and increases their worth. Coupling this with ISRU would add more things to do on a body and force you to bring you Kerbals home for pete's sake! It would force a crucial Manned vs. Unmanned/ Risk vs. Reward decision for everything from science gain to ease of exploration (i.e. kerbals can right themselves if they fall over). -Cons- Simple missions get a little less simple, and mission planning must be done so as not to spend extra time in space. Re-entry Danger -Pros- It would make taking care of your payloads more of a concern. Making it back safe from a long interplanetary mission would be even more rewarding! -Cons- It would make taking care of your payloads more of a concern, and it would limit design options for atmospheric craft/payloads. -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
SkyHook replied to bac9's topic in KSP1 Mod Releases
Happy flying- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
SkyHook replied to bac9's topic in KSP1 Mod Releases
I'm sorry I was unclear earlier. REMOVE that file and it should fix your problem. Let me know if that works!- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
SkyHook replied to bac9's topic in KSP1 Mod Releases
When I installed an unofficial patch of b9, it came with a module manager file called "B9 Gear Fix" in the top level of GameData. Look for that or another similar file and you should find your answer.- 4,460 replies
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So when installing this mod, I load the game as normal, but upon entering the VAB/SPH, the game freezes. The last thing that is seen is an empty VAB, and it seems like the the parts in the part tabs have been duplicated. Two command pods/probes are inhabiting the same space in the parts tab. Once again, the game becomes nonresponsive upon loading the VAB/SPH. Any help?
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FAR or NEAR, what do you use and why?
SkyHook replied to flamango247's topic in KSP1 Mods Discussions
I use FAR because aerodynamics is of crucial importance to me and I enjoy the challenge. -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
SkyHook replied to bac9's topic in KSP1 Mod Releases
Yep, putting a label above each of the switches would allow you to do it without changing the buttons (AFAIK). Looking forward to it *nudge nudge*- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
SkyHook replied to bac9's topic in KSP1 Mod Releases
This may be a stupid question, but can you rename Action Groups with the B9 iva parts? I know that it can be done on the Alcor pod, and i was wondering if the same can be done here.- 4,460 replies
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I would be more descriptive. What exact problem are you having? The photos show your craft tipping over but..not much else. As an aside, I am also having a problem with the side friction force of my wheels using firespitter.
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[WIP] Kosmodrome - Space Center (v0.9, 1.10.2014)
SkyHook replied to Divico's topic in KSP1 Mod Development
How long is the runway? -
I will high five you...with an asteroid! This was my first asteroid ever too...so bill kerman went out to the asteroid to confirm it!
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0.18. Hate to be a broken record but that update is the model for how an update should go IMO. It changed the way we played the game, and moved the state of the game forward (not sideways). After that, I would say that this update (0.24) is the best one, and for the same reasons.
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[WIP][PLUGIN + PARTS]Project HLLV: Nuclear Propulsion parts
SkyHook replied to landeTLS's topic in KSP1 Mod Development
I NEED that shuttle! -
Feelings about being able to fly without MechJeb
SkyHook replied to LitaAlto's topic in KSP1 Mods Discussions
Mechjeb allows two things: 1. Repetition 2. Accuracy (sometimes). Once I did my 100th equatorial launch to the same altitude, I realized that I had bigger fish to fry and mechjeb did (does) the boring stuff for me. -
[1.12.x] Freight Transport Technologies [v0.6.0]
SkyHook replied to RoverDude's topic in KSP1 Mod Releases
IMHO the propfans shouldn't be in the game. There is no precedent for them in real life, so I think that the propfans should be powered by liquid fuel instead. Otherwise, you just made my life a whole lot easier -
Eurobird LIIIVES! She completed her first career mode mission ever, launching a satellite (MADEE) to explore the Mun, as well as collecting crucial data on reentry and crew life support requirements for project Astral Might's second reusable spaceplane.
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I finally unlocked the Cube Octag! What have YOU unlocked?
SkyHook replied to SkyHook's topic in KSP1 Discussion
LOL. The choices Squad forces us to make Yes I agree. I would kill many Kerbals for a tech tree that made sense but isn't BTSM.