Jump to content

Aphox

Members
  • Posts

    686
  • Joined

  • Last visited

Everything posted by Aphox

  1. Planes with a high relative lift surface area are prone to glide at low speeds for quite some time. I've had designs that could glide for several kilometers with no thrust input, without exploiting any kind of clipping or infiniglide stuff.
  2. Can't be done, sorry. Objects can only be attached to one other object. If they're unstable, use struts instead. You should only need one decoupler in any case. Decouplers are used for jettisoning parts, not stabilizing their connection.
  3. 10/10 would moderate with.
  4. I think this modified Albatross 3 was as bad as I ever got with airhogging... Didn't use clipping, but attaching them to cubic struts makes less sense.
  5. Holy crud what is going on in here? Whackjob, can I ask you to please stick to one post and use imgur albums or something? Posting 4-8 times in a row is really unnecessary.
  6. Alt+F12 in-game opens the debug menu, which has some tools, including the "allow part clipping" button.
  7. Poof. Anyway, yeah, that's the nice thing about KSP. Thought it is on Steam, the DRM part of it is disabled so you can toss it anywhere you like and still play.
  8. Ask and you shall receive. Welcome to the forums, accrsd, and nice read. Feels like a fanwork to me. If you have any hard objections to me moving it here, please let me know.
  9. No, actually, you do here. We have rules about it that another user was kind enough to post. Spaceport goes the same way.
  10. There is an experimental testing team. Certain experimental testers were given permission to publish content showcasing the new features 0.21 has to offer. Nothing more, nothing less. Ted will make a post within the next few days or a week explaining the testing process, how it works, and who's included. If you pay any attention at all to social media outlets, or use Steam, you'll know when the new build is released.
  11. Either talk about the video or don't post. Any arguments that spawn after this warning will result in infractions on both sides.
  12. It's not really a question of power. KSP just doesn't use n-body physics. But that is true; you're either in one or the other. Earth has a mean radius of about 6300km while Kerbin is pretty much exactly 600km. Earth's moon is roughly 384,400km give or take, depending on your source, from Earth. Kerbin's Mun is <insert number because I forgot> In a nutshell, it is nothing similar because of the way the physics system works and the scale, as previously mentioned. Both bodies are much smaller. SoIs are much different. If you want to make the comparisons yourself, the wiki has some numbers. http://wiki.kerbalspaceprogram.com/wiki/Kerbin http://wiki.kerbalspaceprogram.com/wiki/Mun Some of the information is a bit lacking. For Earth and its moon, I recommend WolframAlpha or wikipedia.
  13. Since this thread serves no purpose other than telling people the date and speculating on release, I'm going to go ahead and close it. You'll get it when you get it and not a moment sooner.
  14. I have a T.Flight Hotas X and a PS3 controller that I've rigged up (motion controls even work, who'da thunk?). As far as 360 pads go, you're boned unless you have a wired one for PC. The wireless ones don't work because the wire is charge-only and has no data throughput. You'll have to buy a dedicated PC gamepad, a PS3 controller with a BT dongle, or a hardwired 360 pad.
  15. Nothing to see here, folks. x.186 is the same build we've been on for a long time.
  16. AustralianFries got it right. Closing this. There's a multiplayer project being developed in the add-on dev forum. Please discuss multiplayer there if need be, but keep it on the subject of the mod if you do.
  17. I'm really careful about what I clip, myself. I don't like to feel like I'm "cheating". Examples given in the thread of what I consider that to be would be clipping fuel tanks into eachother and retaining volume and stuff like that. But, for pretty much anything that's light-weight and structural, like wingpieces or those tail things--and even structural fuselages-- I like to pretend that they were just cut that way to fit on my rocket and aren't actually inside my fuel tank. Also, I can make the thread a poll if you want.
  18. Actually there is. Poof!
  19. Did you buy on Steam? If so, try putting -popupwindow in the launch parameters under properties. Otherwise I have no idea. I used Gamer's Window Relocator for a while.
  20. This. So much this. Absolutely, all of this. Best $15 I ever dang-well spent. Hypothetically, if the game flopped, yeah, I'd still be happy with it. Long as the source code was released or more modding options were opened up.
  21. This. All of this information is also available in the weeklies.
  22. The SAS logic in the next version may or may not change your experiences with turning. However, RCS is predominantly used for translation (movement) in space, usually to dock. Using engines to dock is painful because you have to spin back and forth and it takes time that you don't have doing close maneuvers like that. Unless you're a psychopath and have engines pointing both directions. But yeah, RCS is more for docking than turning. But it really helps on large vessels. There's a lot of designs you'll discover that require RCS to turn around.
  23. Gave this thread a much needed [Plugin] tag. Can't tell you how many times I just passed over this because it wasn't tagged.
×
×
  • Create New...