BigFatStupidHead
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Everything posted by BigFatStupidHead
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[Parts] Going Nuclear -Update-
BigFatStupidHead replied to LostElement's topic in KSP1 Mod Development
I agree, that is a very interesting looking engine. Somewhat frightening, too. It would be fantastic if you could animate the little gauge on the side. The smaller engine is nice, but looks far too delicate when compared to the other. -
All elements are working error free on linux. And the gui is lightweight and uncluttered. Great work!
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
BigFatStupidHead replied to rbray89's topic in KSP1 Mod Releases
Thanks to both of you! -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
BigFatStupidHead replied to rbray89's topic in KSP1 Mod Releases
The clouds are not showing up correctly for me. This is on Linux 64. -
You know, I hate separating out decouplers and sepratons two-by-two to do asparagus staging as well! I do believe I will try this out.
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Sorry; long time, no respond. Yes, what you've mentioned would definitely do. Even being able to expand/contract the beeps and chatter sections independantly would really tidy things up. I know I don't need to see the booping menu on manned ships, and the chatter menu for my probes. EDIT: Actually, I really liked ol' .1, with nothing but a volume control. What if it was just volume controls (three, I guess; for chattering booping, and the upcoming muziker-ing), with an options button that pops out the rest?
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Here's my first SSTO spaceplane, the Stiletto - d. Though it currently lacks everything desired for a spaceplane: no docking ports, no RCS, and no solar panels; and has equally little appeal as a high altitude jet: a lack of control authority, a very dangerous twin-engine design, a difficult ascent profile, not quite enough intakes, and a touchy take-off; it made it to space and back to the KSC. I am very proud.
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Glad you're merging the two. Chatterer has always run flawlessly for me, whereas Muziker has never made so much as a peep. The only problem I've had with newer Chatterer is that the UI has gotten a little overwhelming compared to the original. Would you be able to shrink it back down, maybe through hiding much of the stuff in an 'Advanced Options"?
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Symmetrical Craft Spinning Out
BigFatStupidHead replied to Magicide's topic in KSP1 Gameplay Questions and Tutorials
Sometimes, part clipping causes phantom forces that cause spin. Small girders are known to be a particularly bad offender for this. I couldn't see anything wrong in your design, but you might want to check for this as well. Edit: Actually, how are those tanks attached to the sides of the girders? That might be enough. -
Kerbal Airliner Around The Globe! Challenge
BigFatStupidHead replied to Kingtj44's topic in KSP1 Challenges & Mission ideas
I've been experimenting with high altitude craft recently, so I slapped an extra pod on one, and did this challenge. Around the world in 40 minutes. Plus crash landing. So, rather than spend another 40 minutes of careful micromanagement, let's just pretend I didn't crash at the last moment. There's quite a rise from the shoreline to the bottom of that runway! Pilot (+15) Passenger (+30) Max speed 2172 m/s = Mach 6.3 (+300 points) Penny pincher: (+100 points) Engine shortage: (+100 points) The Concorde mk2: (+75 points) Blackout: (+25 points) 15+30+300+100+100+75+25= 645 points. -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
BigFatStupidHead replied to ferram4's topic in KSP1 Mod Releases
There was an old, old mod that stiffened the joints up on rockets. Because planet surfaces are completely rigid, it became not unlike two solid pieces of metal bouncing around together when trying to land. Without the give between joints, or our modern shock-absorbing legs, it was an altogether unpleasant experience. I'm glad to see this return; the time is right.- 2,647 replies
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[WIP] Bahamuto Dynamics (Dockable Fairings) 11/5/13
BigFatStupidHead replied to BahamutoD's topic in KSP1 Mod Development
Thanks for that, BahamutoD. Also, I enjoyed your take on the intro music. -
FScience, Science Data Transfer v0.1
BigFatStupidHead replied to L.J. Silver's topic in KSP1 Mod Releases
This is an important thing you have done here. Thanks! -
[0.21] Hooligan Labs - Airship, Submarines and More
BigFatStupidHead replied to Hooligan Labs's topic in KSP1 Mod Releases
Hooligan Labs : Thank you for all your hard work on these mods, and best of luck in all your future endeavors! JewelShisen: Glad that you will be taking up the mantle; it is a good sign that someone already so active with it has decided to keep it going. Looking at your tech-tree, might I suggest it be arranged a little differently? The Ludo is a fairly primitive dirigible, so shoudl be available much earlier in the tree, replacing the Dodec's location. The Dodec is made out of fairly sophisticated materials, and is best used en-mass or with smaller vehicles. Precision Engineering seems like the place it ought to be. Other than those two, everything feels to be in a correct place. I appreciate the Una placed in survivability. edit: That weather balloon sounds cool. -
[WIP] Bahamuto Dynamics (Dockable Fairings) 11/5/13
BigFatStupidHead replied to BahamutoD's topic in KSP1 Mod Development
What I mean is a docking ring which has no centre; a torus, or hoop. It could be mounted inline below an engine, and have the engine exhaust blow through the ring. I believe the docking clamp you are making already is equivilant to this, but additionally has fairings on the side of it. Thanks! -
[WIP] Bahamuto Dynamics (Dockable Fairings) 11/5/13
BigFatStupidHead replied to BahamutoD's topic in KSP1 Mod Development
I really like the idea of these docking rings. Will there be a fairing-less version as well as the one with fairings? I would find a lot of use for such a part. -
When to Start Burns
BigFatStupidHead replied to Lar-E's topic in KSP1 Gameplay Questions and Tutorials
The maneuver node system (and the math it is based on) expects all the force of the burn to be delivered instantaneously. Because this is a physical impossibility, we have to make as close an approximation as possible, and do that by burning half before, then half after. -
So, no more needing to dock perpendicular to the plane of my orbit?
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[0.23] Squad Texture Reduction Pack - B9 and KW Packs also
BigFatStupidHead replied to PolecatEZ's topic in KSP1 Mod Releases
PolecatEZ, you should check out duplicate-asset-memory-reduction by somnambulist. Some of your EVA work may already be done for you. -
If you do go for the linux 64 bit, you should check out KSP's linux support thread. There is a bit-patch you should run that'll deal with some 'quirks' you may encounter. Mind you, just because of the different way linux handles memory, you might only need to run the better supported 32 bit version.