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Everything posted by M5000
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4x Clampotron or 1x Clampotron Sr? (NOW WITH TEST DATA)
M5000 replied to Burninate's topic in KSP1 Discussion
Ahem.. Fusty's FusTek Common Birthing Mechanism is the way I go. Sized appropriately to the application, of course. -
...Which is about 3 feet.
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Locked as requested.
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Is that on x1 warp? If not, try putting it up to x4 physwarp. Even so, you said it yourself, that would only work for one craft at a time, there's no way to just jump between physwarp "policies" based on the number of craft you have. They left it the way they did for that reason..
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I'm just gonna go ahead and move this over to the suggestions forum, I believe it belongs over there more.. c;
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Or, if you're a really cool kid, you can buy it on both platforms, like me! Really, it's not a matter of right/wrong, it's a matter of preference, so buying it on one platform or another doesn't really matter. If SQUAD actually got significantly less money from selling it on Steam, don't you think they would, you know, not sell it on Steam? It's really just up to what you want to run it from, there's no real difference.
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Banned for being drunk in public.
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New revolutionary use for otherwise ''useless'' action groups
M5000 replied to ThatDebri's topic in KSP1 Discussion
I usually use groups 1 and 2 for the launch vehicle's controls, I use 1 to control any core-based engines' gimbal, and 2 to control the gimbal of any radial boosters.. For other groups, I assign them from the highest and work my way back, so there's a clear separation from flight and payload controls. -
How to keep a probe alive on the "surface" of Jool?
M5000 replied to Motokid600's topic in KSP1 Discussion
I can confirm the "violent" part. I recently sent down a small probe and it landed nice and soft at some tiny velocity and it absolutely shattered everywhere. -
Community TeamSpeak3 Server - In space, WE can hear you scream!
M5000 replied to Majiir's topic in KSP1 Discussion
I may set one of these up for myself, IRC is nice, but it's just not fast enough and I can't express emotion as well as over mic. -
Spaceplane Keeps Flipping Over Mid-Takeoff
M5000 replied to Shiloh8686's topic in KSP1 Gameplay Questions and Tutorials
Hi there, OP. I've moved your thread to the help section, where it's likely to get more users that can help. But as a general rule, if what you're describing is happening, you probably have way too much lift on the front. Or drag. If it's in the air, it has to be one of those two if your CoM and CoL are in line. I've built many-a-plane with canards, especially on short ones, and they flip over every time. -
Surface vehicle and base docking
M5000 replied to Jarin's topic in KSP1 Gameplay Questions and Tutorials
Don't worry, OP. I've still never built a proper surface base.. I don't have a good way to get my stuff down on the planet I want, first off, it's usually just one module and then I abandon the whole project. However, I have to promote the KAS-and-crane idea. You get a crane that's easily high enough to go over any module you may put on the base, then have a central crane that can raise/lower the part. Then, just drive the rover into place, and lower the module to the right height. Inch forward for the final dock and it should go just fine. Then, deploy the legs on the module you just docked, assuming you're building a base with the horizontal-2.5m-parts-docked-on-end method. (Orange tank is 2.5m, by the way.) To build a rover that will dock with your base (definitely build the rover for the base, not the base for the rover), you can design it with a 2.5m fuselage and put whatever wheels you want on it. Just remember to equip it with landing legs that are the same height as the other 2.5m modules so it can support itself. As long as the landing legs reach past the wheels of the rover, you'll be fine. Use your big crane to dock the smaller one in place, then again deploy the landing legs for support. The biggest problem I have personally is getting the stupid thing to wherever I want to have my base... The stock game is really not very conducive for building anything interesting on the ground.. -
I have a challenge for you. I have no pictures of exactly what I want. However, I do have some reference images, and a mathematical description/way of how to create exactly the flag I am looking for. Here are some reference images.. What a "Nexus" looks like, kind of: What the finished logo should look /something/ like. It WILL look different, but there should be the same basic components. Also, this image is not mathematically lined up, I just eyeballed it: Create a circle of an arbitrary size, named c1. Create an equilateral triangle about c1. It should share the same center point with c1, and each side should be three times c1's radius at the closest point. The triangle should have the point "up", with a horizontal bottom edge. The thickness of the triangle's visual edges should be 1/2 the radius of c1. It will be named t1. Create three circles with the exact radius as c1. Their midpoints should be the vertex at each angle of the triangle t1. They will be named c2/3/4 respectively. c2 will be the "top", c3 will be the "left" and c4 will be the "right". c3 and c4 should be below c2 if this step is completed correctly. Remove any visual parts of triangle t1 that are contained within any of c2/3/4. The triangular assembly of t1 and c2/3/4 will be referred to as the Nexus, or, n1. Its center point will be the center point of c1. About the center point of c1/n1, create another circle. It should encompass all of n1, and will touch Nexus n1 at its three furthest points from the center, which should occur on c2/3/4 if the steps are being followed correctly. It will be named c5 About c5, create another circle. It will share the same center point as c1/c5/n1. It will have a radius exactly one times the radius of c1 larger than c5. It will be named c6. Create an imaginary guide line straight through the center point of c1/c5/c6/n1. Make it vertical and continue it infinitely. Do not actually draw the line in the end picture. It will be named g1. Create another imaginary guide line straight through the center point of c1/c5/c6/n1. Make it vertical and continue it infinitely. Do not actually draw the line in the end picture. It will be named g2. Draw a line that is two times the radius of c1 in length, from the edge of c6, outward along guide line g2. Do this on both sides of the circle c6. The left will be named p1, the right will be named p2. Draw a line that is twelve times the radius of c1 in length, from the highest point of c6, outward. Do this on either side of the circle c6. The left will be named p3, the right will be named p4. Measure the vertical distance between p1/2 and/or p3/4. Divide this by 5. Call this value height 1, or h1. Create four horizontal guide lines in between p1/2 and p3/4. Space them evenly at height h1 apart each. These will be called g3/4/5/6, where g3 is the lowest, and g6 is the highest. Draw a guide line from the end of p3 to the end of p1. Name it g7. Draw a guide line from the end of p4 to the end of p2. Name it g8. Along each horizontal guide line g3/4/5/6, draw a line outward and straight until it reaches g7 or g8, depending on the side. These will not need names as we are finished with the physical design of the logo. These assemblies of lines will be known as the "wings" and will be named w1 and w2. Color the background a dark grey color, ensuring that all RGB values are equal. This will be color j1. Color the wings a lighter grey color, ensuring that all RGB values are equal. This will be color j2. Color the area between circle c5 and c6 a medium grey color, ensuring that all RGB values are equal. Ensure that it is lighter than j1, but darker than j2. This will be color j3. Color the Nexus n1, and circle c1 color j3. Color the area inside the Nexus n1, but outside of circle c1, as well as the area outside of the Nexus n1, but inside of c5 a blue-grey color. Ensure that both R and G values are the same, and the B value is at maximum. Suggested RG values are the same used for color j3. This is color j4. Color all outlines black. They should be 1/10th the radius of c1 in thickness. Ensure that the outlines are created for circles c2/3/4, and the circles are still complete. Ensure that the triangle t1 appears "behind" circles c2/3/4. Ensure that the center point for c1/5/6 and n1 is in the exact center of the flag. You have now perfectly drawn the Nexus Intelligent Systems, Incorporated logo, sans text. For text, make the text black, with font Century Gothic. Have it run in a circle, about the center point, between c5/6. The text on the bottom should be upside-down, not right-side up. The text should be an appropriate font size to accommodate the lettering, but small enough to still fit in the given area. The text should be in all capitals and should read: "NEXUS INTELLIGENT SYSTEMS, INCORPORATED - ADAPTIVE ENGINEERING - III CERTIFIED 1050 - " Ensure that the "NEXUS INTELLIGENT SYSTEMS, INCORPORATED" is split across the top, and that the whole text piece circles completely around, with a dash separating each section. Please note that if the font Century Gothic is not available for use, attempt to use a straight, clean, sans-serif font that is capable of all capital letters. If Comic Sans is the only font available for use, do not use it. Instead, forego the text. That's the whole logo, just save it and that's it. Don't add any texture to the flag, such as fake wrinkles or otherwise. I can do that later if I need to, and I probably won't. I just want a clean, conservative, nice flag, and it seems like my flag could suit your abilities and style quite nicely. I know that seems like a lot to ask, and if you don't want to, or don't think you can do it, I totally understand. Thanks, -M5K
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I have a strange system, but I may change it up to something more standard, as that's something I'd like to strive for, standardized conventions. Currently, it's all over the map, but I usually start with a something I. And then I add numbers as it gets redesigned. I also like to give special acronyms to my stuff, depending on what it is. Other times, it's just an amalgamation of letters. The ONLY thing that's even close to standard is my rocket/lifters. They're all real-life star based. Really, I only use one lifter, though, named the Betelgeuse. It can handle pretty much anything, up to 65 tons, so I don't see a reason to use anything else, since there's no money.
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My question for this one is as follows: I see you made the main fuselage, where the cargo bay would be, out of the Mark 3 fuel tanks. Do these tanks actually supply LiquidFuel to any engine? If not, would it be better for the launch system to simply attach a small engine and drain off the fuel by itself prior to launch. In another light, would it be possible to replace the tanks with a cargo bay designed for the Mark 3 form factor, such as those made by TouhouTorpedo?
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My personal favorite type of comm towers are the old microwave relay radomes in towers such as these: My favorite thing is when I'm out somewhere (usually out in the country) and see one of these massive arrays. They're so ominous yet powerful looking, though I know they're out-of-date and probably obselete/inactive. Also, I think they're also line-of-sight only, meaning that if you were to stand in front of one of the radomes, you would be able to see (if you had good eyes, or a telescope) the radome on the other end. Every time I see one, I get these weird chills running down my spine. Like it's an old piece of history, still standing.. It's eerie, yet beautiful, since these are pretty rare to see as opposed to your standard circular radome towers and cell towers... So, if you're going for looks, personally, those are my favorites, even if they're not exactly realistic for space use. They'd probably be great for surface, though... Still, there's some pictures.
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I /think/ 8800 DV should be enough to get you to LEO from pretty much any point on Eve.. I think the actual DV from sea level is like 7800 or 8000 or something.. Hang on, let me check the Wiki.. Oh.. The Wiki says it takes about 11,500 DV to get into orbit..Jeez.. Well, here's this, though: "The land masses look like purple sand dunes. Its tallest point is 6450 m above sea level and is just south of the equator, at 1.90° W, 11.86° S."
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The 100% recoverable lifter Megathread
M5000 replied to ThePsuedoMonkey's topic in KSP1 The Spacecraft Exchange
All I have to do is stick a few parachutes on my current lifter, knock a ton or two off of the suggested payload capacity (or test for higher) and call it reusable and it's fine. That's assuming things don't get deleted in the air when you get out of 2.5Km range.. D: -
It will only become a rant or bad thread if that's all you talk about. Your post DOES matter! Remember, the only thing worse than a MechJeb debate thread, is a MechJeb debate thread devoid of content and filled with users complaining about how it's another one of "those threads." -If you just condemn the OP for making another MechJeb discussion thread and how it's going to turn into something bad, you're not helping anything. -Other people will see your post, yes, your post, and will get the idea that the thread is going in a general downward direction, thus making more people post negatively, and perpetuating the cycle. -If you congratulate the OP about graduating away from the mod, and/or share stories about the mod itself, you're positively contributing to the thread. -Other people will see your post, yes, your post, and will get the idea that this is a more positive thread, thus posting, in a general manner, as such, perpetuating the cycle. Forum dynamics, super simple stuff! Even so, goings-on in this thread are pretty status-quo, so no need to get your panties in a bunch. c: That said, I'm going to do my part and congratulate the OP on weaning him/herself off of total reliance on the mod. Personally, I still use it for a lot of things. Smart A.S.S. is just too useful, especially for those long, Ion-fueled burns at 1/4 throttle because I forgot to add enough solar panels.. Carry on!
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[0.21] Micro Rover! (Not the smallest)
M5000 replied to Cranem's topic in KSP1 The Spacecraft Exchange
It is possible to build a rover with only one wheel... Or, it used to be.. I'm not sure if it still is, as it was built with the small probe core and used the probe's torque to keep it upright, though I suppose you could always drag the body of the rover, it doesn't HAVE to be upright.. -
Okay, so I'm not the only one having this issue. It's slower than it's ever been going between buildings/scenes, and I've been playing since .18.. Dunno what happened there. :c
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I honestly don't understand the issues people are having with ASAS.. I went to Duna yesterday in an afternoon with no pre-planning, and the launcher was quite heavy... Went to space just fine..
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What's the first thing you did with the new patch?
M5000 replied to Whackjob's topic in KSP1 Discussion
Don't worry, nobody is inside yet. -
Landers? Cannot really find much.
M5000 replied to combat squirrel's topic in KSP1 The Spacecraft Exchange
I was actually about to link those as well.