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Everything posted by TMS
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Am I the only one who doesnt care for Career mode?
TMS replied to 99TheCreator's topic in KSP1 Discussion
I tend to agree that I think career will be a structural placeholder in 0.22 and that actual missions/activities won't have been built into it yet. Doesn't seem to have put off others though: http://forum.kerbalspaceprogram.com/threads/52289-What-s-your-most-anticipated-feature-for-0-22 -
[1.02] KW Rocketry v2.7 Available - 1.02 Compatibility! - 16/05/2015
TMS replied to Kickasskyle's topic in KSP1 Mod Releases
Does the node size affect the node strength and/or stability? Thanks for the update, BTW. Radial SAS is always welcome. -
Lego is fun.
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ASAS was removed in 0.21 and replaced with an improved SAS system with reaction wheels for torque. For the most part, it works well and has solved a lot of problems, but it doesn't handle asymmetrical ships very well and there's other niggly issues. Apparently, this is being addressed in a revision of SAS in 0.22.
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Mod that categorises flights in tracking station?
TMS replied to TMS's topic in KSP1 Mods Discussions
Yeah, I'd seen that mod before. I think that's probably my best bet with its search ability. What I actually want is an additional field adding to the ships in the persistence file that allows me to set their group association. Basically, you should be able to somehow select multiple ships in the tracking station and 'collapse' them into a group name of your choosing, then be able to expand/view them at your convenience. -
Bad news from NASA, should KSP follow suit?
TMS replied to kiwi1960's topic in Science & Spaceflight
Luckily, Venusians don't speak Russian. -
Does this exist? I get to about 15 flights and start wishing that I had some rudimentary ability to group flights into... well... groups. For example, grouping comsat rings or the constituent parts of a planetary outpost. Do you know of anything like this?
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I've been a little put off by the sums of money involved in this. It all seems a little gratuitous. As others have said, I'd have some crazy expectations about the end product. I'm not sure a game can ever match up to the expectations these sums of money produce. Maybe it's because I'm a casual gamer, but when I see the money people are putting into this and the benefits they got early on (lifetime insurance), I kinda wonder why anyone else would bother starting at such a disadvantage.
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For me, it's sub-assemblies! Rebuilding everything from scratch is a pain and a real motivation-sapper for me, and the sub-assembly mods were always a little flaky. Really looking forward to seeing that as a stock feature. I thought I'd be craving for the SAS revision, but I've sorta got used to it - even if it does suck with asymmetrical loads. And career? I'm assuming that it will be mostly a structural placeholder and that actual missions/activities won't have been built into it yet. What about you?
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Thanks for this. I really wish they hadn't made the decision to use Reddit to list the textures.
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Do you know how (and when) to execute an inclination change? Do you know how that works with the targeting system? Also, minmus is often occluded by Mun, making intercepts slightly awkward. It's sometimes worth waiting for the Mun to clear out of the way. Longer trips will require nuclear engines.
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Bad news from NASA, should KSP follow suit?
TMS replied to kiwi1960's topic in Science & Spaceflight
How apt, given that white flags are often interpreted as a sign of surrender. -
Liquid rover wheels
TMS replied to Rockyfelle185's topic in KSP1 Suggestions & Development Discussion
Same here. Had also hoped for suspension made from jelly. -
Vall. It looks like an alien planet should do.
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Well, firstly, the mod file structure was altered in 0.6 or 0.7 to match SQUAD's new plugin directory, rather than the legacy folder that was used back in 0.46. Textures and associated folders should be in: <Your KSP Folder>\GameData\kOS\GFX So if it's throwing the exact same error, then that's an issue for the author. The reason my installation errored back then was because I just dumped the file in the proper place and hit the debug menu's database refresh while the game was running. I assume that doesn't load art assets, hence why a full restart worked. Are you sure you haven't installed this in the legacy folder?
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[1.02] KW Rocketry v2.7 Available - 1.02 Compatibility! - 16/05/2015
TMS replied to Kickasskyle's topic in KSP1 Mod Releases
http://forum.kerbalspaceprogram.com/entries/740&bt=4254 -
Defeated by a whisker, surely.
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Heh... I like that idea. Would be nice to bring the drill in automatically when the tanks are full.
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Well done guys!
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Attach a series of downwards-facing separatrons to your command module. It'll still be SSTO as they don't detach.
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So SSTOs have frustrated me in the past... the fine line between payload fractions and TWRs, shifting CoMs, crappy intakes. Ugh. I've made SSTOs before but I recently decided to re-engage with the SPH... and this is the first one that I'm really happy with. Presenting... the KePlane: Failon-K2! I set out to make an SSTO that was user-friendly, capable of long-distance travel to Laythe and had the ability to mine for Kethane and refuel once there. What I found was that I wasn't patient enough to use a NERVA to boost me out of the upper atmosphere, but I wanted it for the trip to Laythe. Solution? Bring a couple of aerospikes too and make it look like a SABRE engine! There's a variety of engines for a variety of purposes, not because that's the best or most efficient thing to do... I just like the idea. Oh, this is total "clip-city" and I don't care. My name's TMS and I'm an airhogger. Admitting it is half the battle. Craft file: http://www./view/8di4w4j2awzv137/Failon-K2.craft Fullscreen album: http://imgur.com/a/xLqyz#0 Flight instructions and details in the album below. Hover for text.
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SOI body. I had assumed I'd have to use the latitude for determining whether I was ascending or descending, and also isolating where the burn will need to occur. I guess I was just hopeful that there was an undocumented inclination function! Relative target inclination would be the next step.
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Does anyone know how to get the value of your current inclination? I've been intending to write a plane-changing script and was hoping to use the new node system to do that.
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You know you can achieve this with one engine? Just disable all the tanks oxidiser flows (right-click on every tank and depress the green triangle) and fire your engine. You won't produce any thrust as the engine won't ignite due to the lack of mix, but it will expel fuel. After that's at the level you want, re-enable the oxidiser and disable all the fuel, then burn until the oxidiser is at the level you want. You'll need to know your desired oxidiser/fuel ratio before you do it.