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Everything posted by Wjolcz
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Ability for Engineer to Remote Parts
Wjolcz replied to GarrettKajmowicz's topic in KSP1 Suggestions & Development Discussion
Yup. KIS/KAS should be stock. I agree. -
Transferring mined fuel?
Wjolcz replied to johnnyhandsome's topic in KSP1 Gameplay Questions and Tutorials
Don't use claws. Download KIS+KAS instead and support the idea of making it stock. -
So, you have a plane on a conveyor belt...
Wjolcz replied to Randazzo's topic in Science & Spaceflight
I never liked that Mythbusters episode. Seems obvious that you need speed to fly. If the air is still (doesn't move) around the plane and the conveyor belt adjusts to the speed of the plane rolling, it won't fly. It will just stay still with it's propeller pulling it and the wheels rolling faster and faster. It's the airflow under and above the wings that matters. EDIT: maybe if the propeller is big and powerful enough to give the wings the airspeed they need to produce lift, then it might work. -
Ok, so this might be a slightly bigger addition to the game than most of the stuff we get. I wanted it ever since we got the tutorials, and I kinda hoped we would have something like this in stock. So how it would work: - You build a ship/station/satelite in the editor. - Instead of spawning it on the KSC pad/runway you choose an orbit for it (Universe Sandbox style) or put on a planet/moon. - Once it's in circular orbit you can edit all the numbers like retrograde, prograde, eccentricity, Ap, Pe, speed, etc. - When your first object is in space you can spawn another one near it. You choose how far it should spawn from your first object and relative velocity, or create a completely new one in a completely different orbit. - Add windows informing about what is happening/what should be done next/hints. That's pretty much it. In my opinion community-driven scenarios would help teaching the newbies how to react in specific situations, or simply setting up space battles for fun. EDIT: Adding a "Pause time" button to this might also be a good idea.
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Building Structures
Wjolcz replied to DiamondExcavater's topic in KSP1 Suggestions & Development Discussion
http://forum.kerbalspaceprogram.com/threads/135291-constructables -
So is that the easter egg that RoverDude was talking about? Also I need pics
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Nice. Add a bungee jumps from VAB. Also a pirate ship. And a shark. I would do that.
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300 credits per kerbal.
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Slight adjustment to screenshot naming
Wjolcz replied to John FX's topic in KSP1 Suggestions & Development Discussion
I like all of those ideas. -
Hmm... Maybe I would be OK with it if it was only the smallest parts you could craft, like the science instruments or the fuel pipes. Nothing bigger, though. Guess IRL 3D printing in space has to happen at some point anyway.
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Getting Used to the New Aerodynamics in V1.0.4
Wjolcz replied to Jett_Quasar's topic in KSP1 Discussion
This is actually quite powerful set of engines, tbh. Everything will fly if you give it enough power. Quick edit: You also have MK2 pieces on the thing. They actually give some lift. You probably also have the torque enabled and RCS to help you steer it. -
Well, AFAIK rocket engines are a kind of jet engines so medival China? I've also been reading about pulsejets lately: https://en.wikipedia.org/wiki/Pulsejet If we consider Wikipedia a reliable source then the first working jet engine was russian and it was built in 1907. But if we're talking actual jet-powered aircraft then it was Germany with it's Heinkel as others have said already. EDIT: Here's the first rocket-powered aircraft: https://en.wikipedia.org/wiki/Opel_RAK.1
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I partly agree with you. I think the thing you suggested is somehow similar to KIS and KAS. I would love both of those mods to be stock. And I don't see any reason against using tanks as living spaces once fuel is depleted. But I'm against building modules/rockets on other bodies. They should be landed there and then, if needed, you could add smaller things/connect them together like in KIS/KAS. EDIT: Oh yeah, and a camera/telescope part to observe other planets and stars for science would be awesome.
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Oh God, not the balloons... Electric propellers would be more fun. I agree that we need more base parts. Preferably inflatable to save some space in transport. And, well... A crew pod with high visibility. Maybe something like Ar 234 or B-29. Except it would look good when used on both: rovers and planes. I always wanted a high visibility cockpit and you just gave me an excuse to request that. Thanks.
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The big one looks sweet! I made mine a bit more stable by adding more sweep to the outter part of the wing. Still sideslips a bit, but then stabilizes itself just fine.
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[1.2.x] Aviator Arsenal - World War 2 aircraft weaponry (v1.3)
Wjolcz replied to tetryds's topic in KSP1 Mod Releases
What do you need that for? The 1000lbs is already enough to completely demolish KSC. I mean a few of those, of course. Still powerful enough tho. -
[1.2.x] Aviator Arsenal - World War 2 aircraft weaponry (v1.3)
Wjolcz replied to tetryds's topic in KSP1 Mod Releases
It's fine for now. Doesn't break bombs' aerodynamics, or anything. Was able to hit the target every time, but couldn't recreate a winged bomb design. It just flipped and blew the back of my plane. -
[1.2.x] Aviator Arsenal - World War 2 aircraft weaponry (v1.3)
Wjolcz replied to tetryds's topic in KSP1 Mod Releases
You're probably aware of this, but the bombs pancake instead of going nose first. Tested in FAR. Didn't test them in stock aero. -
Go grab KAS. It will save you a lot of hassle. It also should be stock. At least the basic stuff like fuel hoses.