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Everything posted by bsalis
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Swapping KSP Between Vanilla and Modded
bsalis replied to TartarusMkII's topic in KSP1 Gameplay Questions and Tutorials
Why not just duplicate the whole game install. One with mods, one without. -
I think GIT is part of it. However the recent change to how testing is done has probably been a bigger impact... http://forum.kerbalspaceprogram.com/entries/905-Branching-Out
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Best Route through the tech tree?
bsalis replied to katateochi's topic in KSP1 Gameplay Questions and Tutorials
Yup - priority on Science Parts and Solar Panels (though, you only really need the small panel). Maybe in some future version the science parts will be unlocked by Tech Level, not by any particular Tech Node. Aircraft parts are, sadly, the worst path to go deep into early. -
Glad to hear that bug was finally squashed.
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After some more experience with the new legs I think I can say that they are not functioning properly. Nothing seems to sit correctly for no clear reason. Feet consistently clip through the surface as well. How did this get past testing?
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I think the results of playtesting are already in. In the form of many people looking for modded trees. I suspect weeks from now there will be a popular modded tree which may influence the final Squad KSP tree.
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Agree. Would like the Saturn analog added. Come back Nova!
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I think with all the SCIENCE going on. Some of the other changes have been overlooked a little in discussions. How about a little love for the overhauled Island Airfield. More great work from Bac9 here.
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Help! I have fallen and I can't get up.
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Great Apollo video about the guidance computer and MIT
bsalis replied to John FX's topic in Science & Spaceflight
Thanks for the link. Will watch this later. -
Perhaps in Portal 3 they will go back to the original thinking they had for Portal 2. That is the new play mechanic called "F-stop".
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Before it's too late - here is my 0.21 entry! Was thinking of doing a Duna return mission with a long range SSTO I built a while ago. However I ended up settling upon this new craft, since I was testing it out anyhow. Lets just call it the Explorer. Since it's new and I don't have a proper name yet. Here it is! It has a detachable rover that can be reattached. Jebediah is captain... the rover crew, Matfen and Gusbro standing here are a couple of the dumbest in my space program. Ascent with rover attached again. Hope this does not disqualify me with the detach/reattached thing. Max ceiling on jets.. almost ready to rocket our way to K-prize goodness any moment. Orbit! Pe is 101Km Glamour shot. Reentered on top of KSC. Circling around to final and landing. We are back!
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Possibly the worst decision the devs have ever made so far.
bsalis replied to BeefTenderloin's topic in The Lounge
IMO I would rather not see it in the game. There is a reason why so many people do not like it. Should have died with Microsoft Bob, but kind of infected other applications and spread like a virus. People with no taste being natural vectors for the disease. Bha, Microsoft... Jobs said it best; http://www.youtube.com/watch?v=mOgOP_aqqtg -
Long-term Laythe Mission (pic heavy) - ^_^ With Part 45 ^_^
bsalis replied to Brotoro's topic in KSP1 Mission Reports
Thanks for more epic installments! Your Laythe air force is looking impressive. I'm surprised you haven't dabbled in trying out a turbojet yet... at least for one birddog to experiment and compare. Agree - I have documented a long running mission myself. The amount of effort put into the thread is a lot more than it seems. -
I was thinking the same thing. Though more about if a mod could rearrange the part progression. Or add part improvements... and, as you suggest, include mod parts. If the tech tree is in human readable text files, like most other things so far. You could probably make the changes yourself.
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I think the problem is that PhysX is built into Unity3D and there is no way around that. I don't think you can just plug in another physics implementation. If that was possible, Squad probably would already have done that for KSP.
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Clockwise / Counterclockwise atmospheric flight?
bsalis replied to Fyzzi's topic in KSP1 Gameplay Questions and Tutorials
Odd that this was only answered properly by the second page (by Psycix and Ralathon). Would be interesting to see how weak the difference is due to partial orbital "lift". Perhaps someone could do an experiment. Same high speed high altitude plane, flown each direction. Needs to be done via MechJeb and or kOS or something at the edge of air intake threshold to be flown the same way. -
MET Resets and Interplanetary Voyages
bsalis replied to Dynamo's topic in KSP1 Gameplay Questions and Tutorials
I'm pretty sure this can only be done by editing the persistence file. Make a backup first. Expect changing the MET to cause issues. I know changing the UT screws things up. -
I'm not really planning anything until I get a better understanding of how the science will work... As in after release. One thing I will not attempt is to try missions that are more ambitious for the parts available. Such as a tier 0 SSTO rocket to the Mun. I'll be looking more towards the most science for dollar, since I expect you will need to pay for parts soon.
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What do you want to see in .23
bsalis replied to jmosher65's topic in KSP1 Suggestions & Development Discussion
More planets and moons. It's been so so long since the last addition. That and more career progress. Perhaps money and missions/contracts. -
You can do horizontal or vertical docking. My preference is horizontal... you just need to keep fiddling with the height of the docking port on the tanker until it is correct. To be one the safe side, bias the docking port on the tanker to be a little lower. Then, when aligned, retract the nosewheel of the aircraft, so that the docking port lowers and locks into place. Example... docking port on tanker is a little low. After retracting the nosewheel, it docks. Vertical docking example below, courtesy of Brotoro. This too involves landing gear... retracting it to get under the docking port, then extending it to bring the docking ports together to dock.
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It seems strange to be hitting the ceiling before getting an engine flameout. Anyhows... any plane you build will have an operational ceiling, where you cannot go any higher or faster. Once you are there, you either engage the rockets (or burn up some more fuel before engaging the rockets). If you don't get to orbit you need to make design changes. Perhaps if you link the craft file i can have a look.
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No need to invoke the debug menu. Wings clip into other objects quite well without that. IMO nice looking planes is about making a design decision to favour good looks over other things. You need to keep re-working the structure so wings can be placed (and rotated) in a pleasing manner. So basically that - and a lot of practice, trial, error, learning.