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KSP2 Release Notes
Everything posted by malkuth
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takes about 1 min to add a display to the existing Engineers report. So this is not what they are adding. They are going to make it for an engineer kerbal in a vessel can give you your remaining Delta V numbers. Most likely with some sort of slider % chance of being off on numbers compared to what level they are. Which in that case would take more than 1 minute. Doesn't sound like we are getting a VAB readout which is what we need. I can already tell what my vessel has left by checking fuel amounts. So the engineer thing won't be as useful as Vab Reading.
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Interesting. I take that to mean your forcing that thing up in a graceful kerbal way. With a very high TWR. Most plane parts like the tail has 2000 heat resistance. So yah...
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Does that top part count as a nose cone? Just wondering because someone posted yesterday that the nose cones have unlimited drag resistance to any part under it. Meaning if you have tiny 1.5 cone on top of a large 3.5 vessel. That cone will Aero Protect the whole craft. Not sure what came of that post though or if its true.. Just an observation.
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New Mobile Processing Lab mechanics
malkuth replied to Elthy's topic in KSP1 Gameplay Questions and Tutorials
This is correct. I just put a Lab in Kerbin orbit. Did all the data I could from that orbit (was already researched long ago) and now it producing .18 or so science a day. -
Seems that would be the case. So maybe the info needs to be changed that only BadAsses can go on without supplies. //Vacation time! The lone exception are our badasses. if (crew.isBadass) return; You could check by name instead.
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Edit never mind I figured it out.
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where you hear that from.. Yesterday they were saying spaceplanes were impossible.. I take that impossible stuff with a large grain of salt.. Eve should be easier like kerbin is.
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Its one of the things I have always disagreed with the developers on. At one point they were against any type of delta-V type reading on vessels. They thought the charm of testing and resting and explosions and failures was the kerbal way! The problem with that of course is that once you added money and contracts to the equation that no longer became the case. Launches cost money in Campaign game, without some sort of Delva-V readout on what the vessel can do makes the game frustrating. Unless of course you just revert over and over until its right which compared to a simple DV readout can't see how thats more FUN than just knowing what the vessel can do. LOL. With Aerodynamics not only is Delta-V important but so is TWR! From a programming prospective the thing is all this stuff is in the game already.. They already did the math on most of it (that's how engineer gets its information) its just not available to the player! The feature they want to add sounds like its a trait of an Engineer kerbal. Which still does not help with construction of vessels. Readouts in flight are not as important as readout while building.
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Nope should show up no matter what. Most contracts have been redone named. Satellite contracts now show up as communications,navigational,etc. Research contracts changed too. Historic are same. To really test if they show up Alt f12 contracts tools cycle through contracts that way they all get reloaded. If they don't show up then. Maybe you have them off in settings? You would have had to changed that if that was case though.
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Not sure why you think they cause drag.. The only problem I see with them is that the mass is in the coupler and not the fairings. So when you pop the fairings you keep the same amount of mass. Don't use fins. They are generally not a good idea. Start your Gravity turn before or around 100 M/s (speed) and keep your target recticle in the little yellow circle that is droping (called the prograde marker). If it falls to fast (IE can't get space) you started the gravity turn to soon. If it falls to slow and you end up spinning out or entering orbit with a massive -400 PE.. Then you started it to late. Practice.
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You could even cut it closer and not see the effect at all, if you have camera shake on your vessel does this strange little dance before effects hit. I also think they have some pre Mach effects.. Its hard to tell on that one though.
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I find him annoying. His whole speel is crying like a little girl when some scary Blurry monster pops up and makes him poop his pants. Not sure why he would even choose KSP to play.. Unless he was scared by the little green men. Did he get through the video without dropping the F Bomb 500 times?
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Hmmmm, unless they worked similar to the new Fairings. Every section is its own part. And if something break only that section would go Poof. Of course minus the whole massless thing.
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Airbrakes don't stick with action groups?
malkuth replied to zekes's topic in KSP1 Technical Support (PC, unmodded installs)
Nope I learned the hardway. They are actually pre programed to work with breaks instead. So in other words everythime you press B for breaks they will extend. If you hold the B down they will stay deployed. If you use the icon to Deploy breaks they stay opened also until you press it again. -
[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]
malkuth replied to nightingale's topic in KSP1 Mod Releases
I agree Nightingale about some of the points. I like the new Stock tourist packs. But the Trips to other planets are really not needed... And they pop up too much. I think of Tourism as a kind of quick trip into Kerbin SOI and back. Kind of like satellite contracts but with rich folk. You should be all set now with getting rid of the tourist now.. Seems its built into the new Tourist Class that they can be removed without issues.- 699 replies
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Still not seeing an issue looks like a very reasonable vessel. Now add a couple hundred Panels and girders to it and tell me what fails first.. Getting to orbit or a heat issue.
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Fly a SSTO and tell me that again.
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Engines and tanks, and wings, and Girders and panels ,Most space plane parts all have very High Heat tolerances. Thinking you mean that the added weight (which is bad) is going to be the biggest problem for those builds. Most people use tons of Girders and Panels for cool looking space planes. Heat is not an issue for those. But weight is. I mean space planes should be hard. Its the main reason we don't have any yet in real life. But from a game view point they really are not that bad. They have a limited purpose though.. Unless you go super huge. LOL.
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Hmmm if that is the case. Found my first thing I don't liike about 1.0. So use to the ASWD keys that its like learning to dock all over. LOL. Any idea on the new mapping or how it works now? Or does the notes suggest that H and N for Foward and back. I,J,K,L for side side up down is the default layout? Its very akward for me...
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Not sure but it seems that when you go into docking mode now no matter what mode of docking your in RCS just twist you around. No more foward or Side or up or down with A,S,W,D. The H,N,I,k,l,j keys still work though. Also noticed the other night if you use the fairings as an interstage system with at least the skipper engine. If you don't stage the fairings the skipper engine will not fire even if you just stage the engine and the seperator (keeping fairings intact). The skipper thinks its still shrouded even though its not. If you stage them like a normal fairing everything works fine.
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I like how you can mix them with other missions. They can just ride along. Deliver a satellite to such and such. Drop bill and bring a tourist..