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Everything posted by LeadMagnet
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The MachingBird Challenge!
LeadMagnet replied to TheHengeProphet's topic in KSP1 Challenges & Mission ideas
Try to hold your altitude at 25-27K, I seem to get my best results here. Also take it real slow getting up there. Let the speed increase as much as it can before increasing altitude. My attempt took me 30 minutes to get to cruise altitude, 2 to get my HSOL to 2300m/s. Lightweight is also a very good idea. Try using girders and beams to balance things out. Check out m1xte's design! epic! http://forum.kerbalspaceprogram.com/showthread.php/27296-The-MachingBird-Challenge!?p=350545&viewfull=1#post350545 -
Excellent post! Well done, very clear pictures as well AND the inclusion of CRAFT files!! All I need now is a world save with the base already in place on the Mun! Just kidding! Very, VERY well done sir!
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Dangers of Space 2
LeadMagnet replied to CyclonicTuna's topic in KSP1 Suggestions & Development Discussion
There was a discussion some weeks ago about introducing an asteroid belt into the game. While this isn't exactly the same, it is similar. Inserting new objects into the games orbital mechanics. I do have the coding skills, but my graphics skills suck (actually, on a scale of 1 to 10, with 10 being a suck, I'm a 1). I've been giving the asteroid idea some thought and trials. But, a regionally loaded mod, in certain sectors of the kerbol system, designed to kill you!?.... I think I just shorted out my keyboard drooling on it!! -
The MachingBird Challenge!
LeadMagnet replied to TheHengeProphet's topic in KSP1 Challenges & Mission ideas
Well, no, but it helps. The higher you go, the less air, the more intakes you need to go faster. I've often wondered what the speeds would be if the intake number was based on the number of engines you have. IE: 2 engines = 6 intakes MAX (or whatever TheHengeProphet decides, if at all). I have been trying more attempts, using less parts and a 2 to 1 on intakes to engines. So far 2100 is around the max, but I'm working on it! I sooooooo badly want 2400!!!! (manned, no mods, no exploits) "I'm givin her all she's got Captain!"....."Well all she's got isn't good enough!" -
450. In the digital world, everyone is an expert!
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How to dock while on a surface?
LeadMagnet replied to Jstone39's topic in KSP1 Gameplay Questions and Tutorials
Welcome to the wonderful world of module docking in KSP! And a harsh world it can be. Here's my suggestion. Try to build your modules using the same component. So lets say I make the Hitchhicker Storgae Container my base part, and lets say I turn it horizontal and add some wheels. I would also add some LT-2 landing struts in exactly the same place of each module, same with the docking ports. So that no matter what else (or how long) you tack onto the module, the landing struts will help position both modules along the same axis. Wheels "sink" or "raise" on their suspension depending upon the weight, landing struts don't. Having said that, Dortmunder is right, finding the right spot to get the modules to dock is very important. The KAS mod can help, but only in some circumstances. You could also try RCS assited alignment, but this has never worked for me. -
Dangers of Space 2
LeadMagnet replied to CyclonicTuna's topic in KSP1 Suggestions & Development Discussion
This is a very well thought out idea. I do like some of your points (mapping high/low risk area's and deciding whether to traverse them, with a pucker factor of 100!) and how it would affect the game. However, the Dev's have already stated that they have no plans to implement anything into the game from a "difficulty" perspective, and this sound very much like it. However, however.... Similar to the Kerbtown mod, a mod that introduced something like this would be epic beyond belief. "We do it because it's hard"! Giving the choice to the player to install and try to beat. In this case, oh hell yeah! M2CW -
Kerbin Low Orbiting Spy Satellite - KLOSS
LeadMagnet replied to Khalashnikovf's topic in KSP1 Challenges & Mission ideas
Helped a guy out the other day on this question. http://forum.kerbalspaceprogram.com/showthread.php/48757-How-to-embed-Imgur-Albums The search feature is your friend! -
So, I have this littel problem.
LeadMagnet replied to MrKicker's topic in KSP1 Gameplay Questions and Tutorials
If you asking how YOU can do it, the above posts have answered that very well. If your asking how A FRIEND can do it, you need to send this "friend" your saves PERSISTS file and have him load it as a new game. Then said friend can spend hours bad mouthing the situation you've put him/her in! Now that sounds like fun, just might do that to my "best friend"!! She's bored! -
How to embed Imgur Albums?
LeadMagnet replied to M.Wolfy's topic in KSP1 Gameplay Questions and Tutorials
That's the manual way, which will work fine. I think the advanced editing windows has an Imgur button, not sure though. Until N3X15 gets the forum fixed (software bug with vBulletin)...stuff like that is broke unless you manually add the tags. http://forum.kerbalspaceprogram.com/entry.php/883-Forum-AJAX-Features-Disabled If you want to know how to get the Imgur code, as M4ch says, view the album in your browser. In the URL, get the content after the last forward slash. For example: The album to my Maching Bird Challenge album is: h t t p : / /imgur.com/a/i3ceX#1 (spaces added to display the whole link) So the code I need is "i3ceX", so this is the code you put inbetween the Imgur code block, like so: [ IMGUR ]i3ceX[ /IMGUR ] (again, spaces added, remove then to render correctly) The "#1" in the link simply tells the webpage to show picture 1 in the main window, you do no need it, but it will not break anything if you include it. Obviously, you need an Imgur account! -
Harpoon
LeadMagnet replied to digitalsingularity's topic in KSP1 Suggestions & Development Discussion
An interesting idea. Similar to the movie "Deep Impact" when the ship lands on the asteroid and fires four pitons into the surface to stablize. Very interesting indeed! +1 -
Scientific mapping equipment
LeadMagnet replied to Fermentation's topic in KSP1 Suggestions & Development Discussion
ISA MapSat inclusion, gotta have it. Browsing maps in Mission Control.....I have now reached euphoria and can assend to the next state of being! This would be cool if it looked like the Prometheus alien navigation center!!! http://www.badhaven.com/wp-content/uploads/2012/03/prometheus-viral-image.jpg To cool! -
What would you like to see in KSP?
LeadMagnet replied to Tang Titan's topic in KSP1 Suggestions & Development Discussion
I wanna see Elvis in space! Viva Las Kerbin baby!!! -
Analog key bindings for walking
LeadMagnet replied to Erzengel's topic in KSP1 Suggestions & Development Discussion
Yes you should, and it does. At least on my vanilla install. I also have a heavily modded install on another machine. Keybindings on this are a bit problematic. They seem to randomly change, no idea why, but sure it has something to do with me modding the mod code -
Ability to lock solar panel orientation
LeadMagnet replied to Gojira's topic in KSP1 Suggestions & Development Discussion
Locking sounds real good to me. Just like the steering lock on wheels, gimbal lock on engines, etc. Great idea! -
Kerbin Low Orbiting Spy Satellite - KLOSS
LeadMagnet replied to Khalashnikovf's topic in KSP1 Challenges & Mission ideas
Please accept this +1 for coolness factor! Well done skippy! -
Left-handed keyboard input mappings
LeadMagnet replied to Ratahpla's topic in KSP1 Gameplay Questions and Tutorials
I've always recommended a game pad for left handed players. Some of the models out there (G13, Cyber Snipa) can be easily setup for right or left handed playing (the device(s) isn't contoured either way). In my instance, I have flight combat sims where I use a joystick with my left hand and a game pad (G13) for the right, but I'm right handed (old gamer!) Almost all games (including KSP) allow for key re-mapping. Johnno is right, it really is down to personal preference. Minecraft, for example, G13 for the left hand, mouse in the right. I've seen players using USB touchpads instead of a mouse, because the started out gaming on laptops and this is what they prefer. I've been playing around with my SSTO planes mapped to a Logitec controller. Just to see if I enjoy it better. Jury still out! At the end of the day, there is no "right" or "wrong" way to play, whatever works for you will be the best way! -
How many lift units do I need?
LeadMagnet replied to rpayne88's topic in KSP1 Gameplay Questions and Tutorials
That, I have no idea. There is this post that kinda answers that the thrust/lift/weight ratio question. If it was me, and I was having lift problems, I'd attach a bunch of small wings attached to small pylons them eject them when at higher altitude. Stage 1, two big orange tanks stacked vertically with a mainsail then six large SRB's on radial mounts. Stage 2, 2 x200-32 stacked vertically with a mainsail. Stage 3, 1 x200-16 with 6 T200 (with LVT45) radially mounted (so the stage will allow stage 2 to attach) with the engine nozzle flush with the bottom tank (so stage 2 sep doesn't break them off), I then add 2 COT and 2 COT Jr to the T200 so I can suck what fuel may be left. I have seen much better designs, more efficient as well, but this works for me and I do like the look! -
That would definitely be cool. I had a discussion couple weeks back about having an in-game Kerbalizer to customize Kerbals appearance, but it could do parts too! Yep, love the idea, just don't wanna keep beating a dead horse, if ya know what I mean!
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This keeps popping up in various different forms. Another one today in this post. Have a look at the Part Generator mod, not exactly what your after, but might do.
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Write text on part
LeadMagnet replied to Snow Leopard's topic in KSP1 Suggestions & Development Discussion
Have you tried the Part Generator mod? I haven't tried it myself, but I know it allows for custom textures. Not sure about command pods though. -
How many lift units do I need?
LeadMagnet replied to rpayne88's topic in KSP1 Gameplay Questions and Tutorials
I normally use 3 lift stages, no matter what I'm sending up. Stage 1 has max power to get to 10Km-ish, Stage 2 to 100Km orbit (but I always drop it early to force it's re-entry), Stage 3 to finish off the orbit then go where ever. I have a load (well, did pre-0.21 update that killed saves ) of stage 3's, which has large and small docking ports on them, which I can use to re-fuel other vessels. -
Heavy sigh. Why is my station in pieces?
LeadMagnet replied to Moencino's topic in KSP1 Gameplay Questions and Tutorials
The Kraken's body is on Bop because it has eveolved into a more "Q" type entity. Omnipresent! Omnipotent! Destroyer of station big and small! I feel you pain my friend, I feel your pain! Mods/No Mods, doesn't matter, and "..sometimes, @*!% happens, someone has to deal with it, and who ya gonna call?" Why do you think Jeb is always smiling!? -
"No, there was nothing left to rescue after the crash!!" My first was in version 0.13, when you had to wait for the moon to "rise" (no maneuver nodes) then burn like crazy!! So I did, ran out of fuel, then impacted the Mun. I was convinced I broke the Mun in two after that, but it appears to be in one piece!
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Agreed! Whenever a mod gets updated, I have to go through all the CFG files and make changes so the parts are easier to find and identify. Once I do this, PartCatalog has a better time dealing with all the new parts. It would be nice if PartCatalog would offer an in-game edit feature. Would save me the hassle. But, at the end of the day, the part/mod makers should do a better job categorising and naming things.