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Everything posted by Nobody_1707
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Nobody_1707 replied to ferram4's topic in KSP1 Mod Releases
Oh, that explains a lot. I thought I was just sucking at rocket design a bit more than usual.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Nobody_1707 replied to ferram4's topic in KSP1 Mod Releases
Nice, installing the new, modular, FAR now.- 14,073 replies
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Oops, the 't' on the PART tag was lower case. That'll teach me not to use the shift key instead of capslock. Have you noticed any other parts not working? The engine should work with this one: FASA 1.3
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I've updated it for 0.20. Put the FASA folder in GameData, and the ships in Ships. Due to a typo in one of the config files, a new link has been provided in my next post.
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[0.20.0]Hakari's Hyperdimension Space Junks =UPDATE: LED lights=
Nobody_1707 replied to 1096bimu's topic in KSP1 Mod Releases
Ooh, SABRE! -
So, did my 0.20 fix work for you guys?
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Bored 3D Modeler looking for a challenge..
Nobody_1707 replied to Cryocasm's topic in KSP1 Mods Discussions
You could probably do the more conventional ships like the Lancer II. Especially if the lasers are merely decorative. -
164. We're actually interested in exploring and exploiting space. 165. We've never killed a legitimate DARPA project because "space is our job. waaaaah!" 166. We build rockets out of stuff we find lying on the side of the road, but they work anyway! >_> I think I may be too young to be this bitter about NASA.
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I can update it for you. Give me a few minutes then I'll upload it. Here you go. Unzip that and put it in your GameData folder and it should be golden. I couldn't think of what to name the mod folder, so I just called it kerbtrek. As far as I know you can rename the folder to anything and it should work fine. In case you were wondering the only thing I needed to do was to wrap the part.cfg file in a PART tag and then put the warp1 folder inside the kerbtrek/Parts folder.
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Apollo Mission Pack Development (Beta version released!)
Nobody_1707 replied to iamaphazael's topic in KSP1 Mod Development
Of course, it's the Saturn V! -
Okay, sorry I haven't posted in a while. Here are my thoughts after testing out your warp drive a few times: It doesn't want to connect radially. I had to use radial attachment points to get them to stick. After I did that they weren't angled straight up and down, so I had to fix that with option-shift. These things clearly don't have structural integrity fields, since they break off the ship as soon as I throttle them up to full. I was also getting phantom spin, but that's probably because of the radial attachment points. The blue warp trail makes sense, but do you think you could make the ramscoops at the front glow red kind of like the surface of the Kerbol? Also, the idea that it magnetically bends space makes a lot of sense. I would try and make it so it could provide precision turning by itself then lower each nacelles thrust to half the thrust of an ion engine and find a way to make it multiply the thrust of other engines based on how high you throttle it. Then I'd make it use enough electricity that you would basically need an antimatter reactor to power it, especially if you use ion engines for impulse. PS. 3000 ISP isn't as fuel efficient as I thought it would be.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Nobody_1707 replied to ferram4's topic in KSP1 Mod Releases
Also, I find it physically impossible to do my gravity turn below ~30km without either loosing control of my rocket and/or accelerating to much in the lower atmosphere and exploding from the friction heat(I'm using Deadly Reentry). I have no idea if this is problem with my rocket, Deadly Reentry, FAR, or some combination of the above. I can provide the craft file if you need it.- 14,073 replies
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Ooh, if these were just a little more Matt Jefferies then they'd be perfect.
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[Mac] KSP Manager for Mac OSX 10.7+
Nobody_1707 replied to JnyJny's topic in KSP1 Tools and Applications
Wait, you meant this doesn't work? I guess I'll just have to wait for .20 then... -
LLL - Lack Luster Labs - Development Thread
Nobody_1707 replied to Lack's topic in KSP1 Mod Development
Thanks, I'll try waiting for 50k to turn. I like how your cockpit is coming along. Oh, and FAR actually makes it easier for aerodynamic rockets to get into space, because it has realistic drag instead of the constant pea-soup effect that you get in stock. The problem is that non-aerodynamic rockets can end up with even more drag than stock. If I had a square decoupler then I could put the whole thing inside a fairing, but until then I'll just launch the Lackluster Vehicles like Lack showed me. -
LLL - Lack Luster Labs - Development Thread
Nobody_1707 replied to Lack's topic in KSP1 Mod Development
You're not using FAR are you? Because this is what happens when I try and launch that rocket: -
LLL - Lack Luster Labs - Development Thread
Nobody_1707 replied to Lack's topic in KSP1 Mod Development
Good grief, this is beautiful. I hope these are reasonably aerodynamic, because I would hate to have to choose between this and FAR. I can't make decisions! I'm a politician! EDIT: No, these are not aerodynamic at all. Could you make some decouplers and fairings for these so that I can get them into space? -
Movie Space ships compared to the real deal
Nobody_1707 replied to Sleipnir's topic in KSP1 Discussion
Actually, now that I have FAR installed I find that waiting for Mün to get into place and then launching straight up is the best way to get an encounter. Also, to be more on topic, aside from the whole magitech thing I found the Outlaw Star ships to be fairly realistic. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Nobody_1707 replied to ferram4's topic in KSP1 Mod Releases
I often have a hard time trying to pitch down before 30km because I'm moving too fast and the air pressure keeps me pointed up, and quit a few rockets have gotten reentry effects during ascent. Though usually not for long enough to explode. So I wouldn't really call it easier, just more fuel efficient. And the game is just as hard as it ever was when your not in atmosphere. Did I mention that I suck at Mün landings?- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Nobody_1707 replied to ferram4's topic in KSP1 Mod Releases
I have it working. The problem is that as Ferram said, OS X does not merge by default. I personally couldn't get it to merge properly even when I told OS X to merge the folders, so I ended up manually copying all the models and such from my stock copy into the modded parts folders.- 14,073 replies
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If you're on a Mac then get the Steam version. Steam updates always work, and Squad has very, very kindly programmed it to switch to the non-Steam version if you move it from your Steamapps folder onto a thumb drive, so you can have an always up-to-date stock version and another version that's modded and has all your saves.
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Landed rocket slicing
Nobody_1707 replied to brienne's topic in KSP1 Gameplay Questions and Tutorials
I don't have any payload fairings that big, maybe I could do something like that if the legs were attached to 1m tanks. Also, the proper past tense of slide is slid. "Slided" makes me teeth hurt. -
This is because the PID in the ASAS is untuned. Someone posted an algorithm for making it autotune to your rocket before the forum crash, but I don't think anyone ever turned it into C# code.