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KSP2 Release Notes
Everything posted by Tommygun
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Yes it's pretty much 90% about fighting. It is easier to make war based content than about science and exploration. All your science and engineering officers are for making you fight better in combat and the crafting system is for making weapons and defensive items. You can ship trade items for profit and a few science missions, but you can't really advance much without fighting. I haven't played in a few years, but at the time for me it was a great free game.
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Would it be possible to add a keyboard command to make the green attachment nodes temporally invisible in the VAB? I sometimes have problems assembling small objects in the VAB that are smaller than the green attachment nodes. I find it frustrating and thought I would make a suggestion, thanks.
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Making Attachment Nodes Invisible
Tommygun replied to Tommygun's topic in KSP1 Gameplay Questions and Tutorials
Yes, that single-node part idea would work on some things like surface attach parts. I'll give that a try. Maybe I'll suggest this function in that Editor Extensions thread. Thanks. -
[1.0.5][WIP]FantomWorks 0.3.3 KAX+ Part Pack
Tommygun replied to FreddyPhantom's topic in KSP1 Mod Development
The K-2 Kerbeye is perfect, although I would have gone with the K-2 Kawkeyed. I've been using the Kerbonov Kn-2 Cockpit a lot, which is good for older looking planes, but this one is much more modern looking. This will work well with ether props or jet aircraft. -
[20/05/2015] LV-2N & LV-4N Nuclear Engine Clusters
Tommygun replied to Kommitz's topic in KSP1 Mod Releases
There's nothing like a new nuclear engine to give you that warm fuzzy feeling on the inside. -
Just a quick question. Are there any key board commands to make the green attachment nodes temporally invisible in the VAB? From time to time I've come across a problem of how to assemble small objects in the VAB that are smaller than the green attachment nodes. Its bugged me for some time. If there isn't a way it would make for a good feature in the VAB.
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[WIP] K-Radiation (Space radiation!) (Media is up!)
Tommygun replied to tajampi's topic in KSP1 Mod Development
I'm curious about this too or if it may cause a mod conflict. -
There is a limitation with KAS containers. You can't store anything assembled in them. It would be tricky trying to assemble one on EVA.
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I've crash into Hale 8 times, does that count as landing? Nice mission reports. I'm planning on a trip to Stella with TAC life support and DeepFreeze cryonic crew storage mod. I haven't decided what kind of engine from KSP Interstellar to use. I don't want it to be too fast like the Alcubierre Drive, so I'm thinking antimatter, Quantum Vacuum Plasma Thruster or a Vista engine. I'm tempted to send a probe out with a solar sail, but I don't think the mod can work with two stars.
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This is a bit off topic, but is negative energy part of the multi universe theory?
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[WIP] Salyut Stations/Soyuz/Vostok/Voskhod/ASTP - Released!
Tommygun replied to raidernick's topic in KSP1 Mod Development
That's the best Vostok I think I have seen. -
I used "newish" as we don't know how recent they are. I think I recall last year that they thought that Ceres was outgassing something, so things are going on. I wonder if the dust from a small impact could look like outgassing.
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Well the newish craters are good timing for the probe to see what is underneath the surface.
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[1.0.5][WIP]FantomWorks 0.3.3 KAX+ Part Pack
Tommygun replied to FreddyPhantom's topic in KSP1 Mod Development
I wouldn't think of it as a copy of the Hawkeye, but more inspired by it. I'm imagining it as a two-seater that you board leaning over. Otherwise you would then have to make 1.875 fuselage parts. -
I didn't realize Proton's launch record was that spotty (353/46) . Zenit's isn't great ether (138/26) .
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[1.0.5][WIP]FantomWorks 0.3.3 KAX+ Part Pack
Tommygun replied to FreddyPhantom's topic in KSP1 Mod Development
Freddy, if you are still looking for ideas, do you think this type of a cockpit could fit on a 1.25m fuselage? Notice how it flares out and gets a little wider and taller where the pilots sits. Just a random thought I had. -
Would orbital mechanics work at human scales?
Tommygun replied to Draconiator's topic in Science & Spaceflight
Oh yes, I forgot about the poles. Maybe those Styrofoam packing peanuts would work. I have manage to levitate packing peanuts for several minutes with a static charge. -
[1.0.5][WIP]FantomWorks 0.3.3 KAX+ Part Pack
Tommygun replied to FreddyPhantom's topic in KSP1 Mod Development
Nice parts, will you be making any side or rear opening doors? -
Would orbital mechanics work at human scales?
Tommygun replied to Draconiator's topic in Science & Spaceflight
Years ago NASA was asking for ideas for simple science experiment to do in space to be shown in class rooms. I wanted to suggest trying to get different size ball bearings to orbit rare earth magnets, but never got around to it. I've also wondered if you could do it briefly on Earth. I'm thinking if you mounted the rare earth magnet on a stick and base plate, then suspended a ferrous ball bearing with a sting to the roof, you might get a few orbits out of it. -
First landing on Hale, epic view of Sarnus!
Tommygun replied to sedativechunk's topic in KSP1 Mission Reports
Nice view, I can't even get into orbit let alone land on it. I think it is partly because of a weak soi inside a very strong soi. If Hale were orbiting a small planet, it might not have this problem.