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Everything posted by 3_bit
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[Scenario] Hostage Rescue: Icy Prison
3_bit replied to SirJodelstein's topic in KSP1 Challenges & Mission ideas
Besides, won't he just respawn? -
KSP [0.2] Saturn V replica (Kerpollo XXII)
3_bit replied to Alpha372's topic in KSP1 The Spacecraft Exchange
I think the third stage's engine is a *bit* tiny in appearance. Other than that, it's a nice machine. -
Why would you need so many weapons? Cyberwarfare would be your best tactic. I think compressed-gas bullets would be your best friend, as they are lightweight and plentiful, as well as being fired rapidly and at high speeds. Missiles would be very slow as they must maneuver to their target carefully unlike conventional ones.
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More details would be nice. Glide range, how to get it into orbit, etc. would be nice.
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You can actually just embed the .craft when writing/editing the original post. I'm sure a certain friendly mod could help if you asked...
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I suggest removing the ladder, 1 leg (as suggested above), the ASAS, and the decoupler. The parachute will tear your pod off of the rest of the ship, and chances are you could do a parachute-assisted powered descent anyways.
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The name suggested it could make Laythe orbit... Please fix this.
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Almagest I 'Redstart' [Simple, Efficient SSTO]
3_bit replied to SecondGuessing's topic in KSP1 The Spacecraft Exchange
A most beautiful creation. Why, I must ask, are amazing craft like these not on the KSPSP? 90% of the .craft files there are useless and are underdescribed... -
Seems like a reaction post to me. This belongs under support.
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We have an infinite budget
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It's designed to stop spammers, simply. I (don't)have a conspiracy theory that it's actually designed to help spammers, hence the name. Anti-Spam-O-Matic, THAT'S the program you need for stopping spam.
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The "You know you're playing a lot of KSP when..." thread
3_bit replied to Phenom Anon X's topic in KSP1 Discussion
When there's a thread on the KSPF dedicated to it. ohwait. -
In reality, this can and has been done. In some cases, SRBs can be shut down and restarted, as well as the permanent shutdown by detonation under the order of a Range Safety Officer. (If you read much about the Challenger catastrophe's SRBs explode you'll know it was the RSO who ordered it)
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That is uh... Overkill? I plan on making my own supership as well, but as I am the one making the challenge I cannot win, as I may subconsciously design it for the task to be assigned
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You have it spot on.
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*grumble grumble* multithreading... *grumble grumble* ... I'm no programmer even though I do know a lot about how computers work at all levels. Just multithread it and I'll be quiet for a few months until I get bored of my 2,000 part superships that dwarf the launchpad.
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Briefing The Kerbal Emergency Preperation division has calculated that the chances of a major catastrophe happening is overly high, and you have been tasked with a vessel capable of accomplishing any tasks. While we know this is impossible to do with our budget, we have been authorized to use as much funding as we want, and will try to be ready for anything that comes our way, whether it be a simple towing mission of a powerless vessel, infiltration of an alien archive, or rescue of a downed freighter's crew. Note: You will not need more than 2 vessels, the mission will not put you in a crisis where you must go to more than 2 celestial bodies at a time. Rules: You have exactly 1 week to prepare your vessel, whether it be one individual ship, a cluster of smaller ships functioning as one, or a massive carrier-like ship. You may also have a fleet of vessels optionally, but they should be able to all go to the destination planet's orbit, should there be one. This means ships CAN hitch rides atop others. Refueling is allowed, but beware as there may be time limits. The following mods are allowed: KAS Kethane Mechjeb (and Mechjeb 2) Novapunch KW Rocketry B9 Aerospace And any others, provided they do not make up part of the main drive section (fuel tanks & engines) for a majority or your fleet nor do they do all the "heavy lifting" of transfers. This means any "cool" mod or cockpit or sensor device is allowed. Rules: -Stick to the above mods the list best you can -You have 7 Earth Days to finish your vessel and submit it. On May 27th, 2013, the mission will be given and your ship should be capable of fulfilling it if possible. Points: Will be posted when Mission is posted: spoilers to mission may be present in point system. My submission will be posted below when it is ready.
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You should talk about the rocket engine's dV (approx., since not all users use Mechjeb or any other mod capable of showing dV for a given engine and tank)
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Not read the changelog, and assume they add multithreading.
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If you're using binary math with a 2-bit adder with no overflow and just complement (invert each bit) the Accumulator, which holds the one in the binary form 01, it would result in 10, which is binary for 2.
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There are currently no "magnetic field" get-within-1-k-and-station-pulls-you-in mods. In Star Wars, there was no "magnetic fields" to pull you in, but there was Tractor Beams used by the Galactic Empire. Back on topic, I recommend watching some docking tutorials. It really is quite easy once you get the hang of it, similar to riding a bicycle.
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In my opinion, the only mods you really NEED to get a nice, complete set of parts are Kethane, Mechjeb, Kerbal Attachment System (KSA), and KSPX. I personally have some others, but those aren't really needed. With the mods above, you should have a loadtime that is near-stock.
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There is a mod for Gemini: it's called FASA, and also includes the scrapped Chiron one-man-lander, as well as a Mercury system with Atlas and Redstone launchers.
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What mods will probably be in the completed game?
3_bit replied to Titus Jeb Worshipper's topic in KSP1 Discussion
Kethane-like mod AKA resource system. Some KSP parts are almost guaranteed to be in .20: one of the update pictures was of internals for the 1-man lander can. In fact, I already have EXTREMELY similar internals. The Chiron lander from FASA has it.