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Everything posted by Shiftyeyesshady
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Its also helpful for planets with thinner atmosphere too.
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So... what do you think of the RAPIER engines?
Shiftyeyesshady replied to Vlk's topic in KSP1 Discussion
I would not call a three engine SSTO a small SSTO, or even most two engine SSTOs. -
So... what do you think of the RAPIER engines?
Shiftyeyesshady replied to Vlk's topic in KSP1 Discussion
The thing I've discovered with it, and what a lot of people seem to have figured out as well, is that the RAPIER makes very small SSTOs possible when they really weren't before. They seem to work best on Small to Medium craft, but the older methods seem to work best once you start going big. -
Most updates do usually break mods in some fashion. Usually, Squad changes some underlying code in development, if a Mod relies on that code in any way, thats where functionality breaks. Part mods are generally more resistant to breaking in updates, but things like Mechjeb and the like tend to not work right away. You can always wait to update until your favorite mods get brought up to date if you're concerned it would badly effect your play style.
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I always send a refueling station ahead to any planet I travel to. It's usually just a pair of orange tankers, a few batteries, some solar panels, and a probe core. I rarely have to use it, even. But its nice as a safety net.
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I tend to attach probe cores to upper stages so I can deorbit them easily enough.
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Land on your head! (It's not like they use that part much.) Occasionally they bounce!
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Just a heads-up, your craft files should still work in .21
Shiftyeyesshady replied to NovaSilisko's topic in KSP1 Discussion
You can always set in steam for it not to automatically update your game. And if memory serves, Harvester did some magic to actually allow you to downgrade to the previous version. That said, I like resets. Coming at the game again with a blank slate every now and again is fun. I can see why it would annoy a lot of people though. -
Thats really the only mod I want to work in .21, everything else is a "would be nice." That said, Remotetech and Kerbal Alarm clock are the only other ones I like. I like the mods that add difficulty to the game generally, but the Alarm clock is just a nice anti-frustration feature.
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[0.22] ISA MapSat 4.0 Dev Build
Shiftyeyesshady replied to Innsewerants's topic in KSP1 Mod Releases
Having problems selecting the map sat at all in the flight scene. Also no Mapsat buttons on the interface. Think I'll set this aside until the next version. -
[0.20] RemoteTech: Relay Network – V 0.5.0.1
Shiftyeyesshady replied to JDP's topic in KSP1 Mod Releases
Crap, so even though it's orbiting out past minmus, it needs specific targeting because its still technically in Kerbin SOI. Time to launch a new module then. -
[0.20] RemoteTech: Relay Network – V 0.5.0.1
Shiftyeyesshady replied to JDP's topic in KSP1 Mod Releases
I had a quick question. If I have a satellite out beyond Minmus orbit, it's technically still orbiting Kerbin, just super far out. Does it need to be aimed at specific satellites since its still in Kerbin SOI, or can it just be pointed at kerbin and work? I believe I noticed a couple times where it was relaying off my munar satellites instead of Kerbin Satellites. -
I know, right? I was preparing mentally to give a lecture about self control and all that nonsense, but was pleasantly surprised. KSP's modding community does some truly amazing stuff.
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Only Mods I use are Remotetech, KSPX, Navlights, Chatterer, and Kerbal Alarm. I like satellites, big nuclear engines, Blinky things, garbled radios, and have ADD.
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See who's inside a capsule?
Shiftyeyesshady replied to Harvoification's topic in KSP1 Gameplay Questions and Tutorials
No, easiest way is to left click on the door. A window will popup with all the Kerbals currently inside that capsule. -
Dock 2 Docking Ports together in Editor
Shiftyeyesshady replied to Akeno's topic in KSP1 Gameplay Questions and Tutorials
That will work, however the normal docking ports by themselves are incredibly flimsy, without strutting that, it will very likely come to pieces at launch. If you're not dead set on doing things stock, you might want to look up the quantum struts mod. It allows you to apply struts that disappear and reattach on undock/dock. Alternately, though it wouldn't work in your design, the new larger docking port is massively more sturdy than the two smaller ones. -
What happened to Hitchhiker IVA? Parts in the Trailer?
Shiftyeyesshady replied to footman04's topic in KSP1 Discussion
It'd be neat if they switched to jumpsuits with your flag on them as well, like they do on the ISS. -
In space, you can be fast or you can be efficient. Efficient is generally better in every way except patience. Two nuclear engines is one of the more efficient builds there is. If you want to go a bit faster, replace your two nukes with a poodle. I don't have the math in front of me, but one poodle is supposed to be more efficient than 3 nukes.
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Do the new docking ports reduce wobble?
Shiftyeyesshady replied to EvilotionCR2's topic in KSP1 Discussion
I've noticed less wobble on the bigger parts. The smaller probably still wobble just as much. -
What happened to Hitchhiker IVA? Parts in the Trailer?
Shiftyeyesshady replied to footman04's topic in KSP1 Discussion
What are they going to do with all that junk, all that junk inside that trunk? -
First Command Module always populated?
Shiftyeyesshady replied to bigdad84's topic in KSP1 Discussion
This has caused me to more frequently send up return craft to my space station and to add more hab modules. Most of the craft I send up are intended never to return to Kerbin except when they're decommissioned. In the previous version, all but one craft per mission would be sent up manned. Jeb needs some elbow room on my space station. And one of the new guys keeps farting.