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Everything posted by Levelord
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JX-42 Vector - The VTOL SSTO Interceptor [0.25]
Levelord replied to Levelord's topic in KSP1 The Spacecraft Exchange
Try to right click and 'save-as'. -
4x would be optimum because the RCS thrusters would be firing at right angles to each other and not at acute angles. This saves on dV.
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Odd wheel behavior with new Mk2 parts?
Levelord replied to I_Killed_Jeb's topic in KSP1 Gameplay Questions and Tutorials
The further away the wheel is place from the center of torque, the more unstable it is. This is because the attached parts tend to wobble and bend ever so slightly at their attachment points and it gets worse the further away the attached points are. Placing the wheel under the cockpit where the torque is generated allows the torque to act directly to the wheel instead of having to go through several other parts. It works for the front wheel and not the rear wheels, because the front wheel is the steering part. -
This one was old, but I liked the way I did it.
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What Are You Planning/Hoping To Do In KSP In The Near Future?
Levelord replied to michaelsteele3's topic in KSP1 Discussion
Stop making your ships look so delicious! -
This is my space agency:
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Only in KSP where building gears is more complex than simply strapping on a rocket to run a car
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Mun Contracts Not Showing Up
Levelord replied to Warmblood's topic in KSP1 Technical Support (PC, unmodded installs)
Contracts are given based on your current reputation standing. It's a way for the game to gauge how well the player is doing and hand out contracts accordingly. If you have a low rep, the game assumes you aren't doing well, so it will try to give you easier contracts. -
Testing Rocket Question
Levelord replied to Renaissance0321's topic in KSP1 Gameplay Questions and Tutorials
The check marks only indicate that you've met the conditions for the test.Once all the check marks have been filled, you then start the test. Some test requires you to activate the engine via staging (which means you'll need to preserve the engine in the staging queue before running it for the test), and other tests require you to activate the engine via the context menu. Once you've made a successful test, the checkmarks disappear and they are all replaced with a CONTRACT SUCCESSFUL title on the list. You will no longer see the condition checkmarks and it confirms a successful test. -
I didn't realize that we even had an international section. I gotta check that one out!
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I fixed it for you: https://dl.dropboxusercontent.com/u/16683090/KSP/DunaIke%20Mk%20II.craft The main problem is with the Hydraulic Detachment Manifold. It's ejection force was so large that it shakes the side boosters apart from its separatrons and main engines. If I'm not mistaken, these large decouplers are meant for the largest tanks like the Kerbodyne S3-14400 Tank. + = OK + = Bad However, the other 2 decouplers work fine with the standard orange tanks: = ok = ok
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I'm not arguing for game mechanics because I have no vested interest in this specific one. I saw an opportunity to talk about Kerbal lore and behaviors and jumped right into the thread. But perhaps I've jumped into a heated discussion (about something else) that I didn't intend to get involved with. If it gets implemented (which it won't, it's cancelled) then I have a pretty nice explanation for the Kerbals in terms of lore and their experience gains. If it's not implemented I use it to say that the Kerbonauts still don't know about that 'secret' overthrottle button in order to explain why the overthrottle gauge is still on the navball. It works out nicely for me either way.
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As Harvester explained it, Kerbals are technically intelligent, capable of building advanced space faring technology. They are just incredibly careless and disregard personal safety. They get really excited to explore space that they forget to put on space suits before EVAing, hence the reminder that they need to put on a suit before opening a hatch. Something most of us would consider a no-brainer because we regard ourselves as safety-conscious, but we aren't ourselves intelligent enough to build spacecraft as individuals. Considering that there are parachutes and escape towers I'd like to think that at least the Kerbal engineers *consider* safety from time to time to build these. But they can't really control the enthusiasm of other Kerbals going out into space. You know how Kerbonauts are; they get really, really excited and reckless when they go to space, they either grin like idiots or panic. So I can see how the over-throttle button is placed and not labelled as it prevents rookies from discovering it and potentially destroying/overheating the engines while more veteran pilots already know where it is to use it properly. p.s. If people haven't noticed from my posts in this thread, I haven't said anything about game mechanics and I haven't been arguing about implementing/not implementing mechanics. I'm just talking about the nature of the Kerbals and how they behave.
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That's all fine and dandy and I'm happy that you like to play the game how you see fit. I'm at the point in the game where I am flying almost perfectly and doing perfectly circular orbits, pinpoint landings and building smaller efficient ships, but it's still fun to entertain the idea that Kerbals are cartoony and silly. I don't understand why are you letting your personal investment of how you interpret your game bleed out into other people's conversations and later try to fervently contradict the game's creator. :I
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My original reasoning is that they aren't aware that the overthrottling exists. Since they needed post-it notes to remind them of the simplest no-brainer things in the cockpit, that seems like the most logical and plausible explanation. I never said rookies overthrottle from the get go, that was your response to a different poster.
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Well by your logic all video games have forced lore, since you take direct control of the events happening in that game. Anyway Harvester had stated himself that kerbals aren't exactly stupid, but lack regard for their own personal safety. In other words, they are quite careless despite having advanced technology. I mean it's your game playthrough so you are free to imagine what your game is like, but to say that it's forced lore despite what the trailers show and what the game's creator has stated, is being willfully ignorant. Harvester sets the original tone of what the Kerbals are like and we just take it from there.
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Well they are Kerbals, their engineers forget to place parachutes and their pilots occasionally crash random craft. I find them fascinating and endearing in their cartoony adventures.
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Asking about that button Comes with experience...
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Except that there aren't post-it notes on that button. Seems someone forgot the memo...
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Well... Kerbals needed post-it notes to remind them to put on their space suits before opening the hatch to space...
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I'd like to imagine that the rookie isn't even aware of the option to over-throttle.
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Ignoring the Kethane mod parts I have on my Kethande mining probe (it has nothing to do with this bug), using the KLAW for anything apart from grabbing asteroids results in some strange things happening. At first I thought that using the KLAW as a simple attachment point to re-fuel jets, which works out well at first. The craft connects and the fuel transfers well. The problem comes when detaching the KLAW and disarming the mechanism. Then my plane is permanently stuck in mid air unable to move. As you can see in the pictures below, the landing gears are retracted and the plane is floating in a fixed position. The engines work and can be fired, but it produces no movement at all. Here are the landing gears retracted and the ship floating. Here, the ship isn't connected to the probe, and the KLAW is detached and disarmed. Firing jets and rockets produces no movement at all. The craft cannot be recovered and trying to save or go back to the Space center results in this message. Apparently my craft is in flight even though the velocity reads 0m/s. Anyone can suggest a reason why this happens or a solution for this?
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Landing on Gilly - Adventures in microgravity!
Levelord replied to moogoob's topic in KSP1 Discussion
But... Who was phone? -
What IS an airhogging craft?
Levelord replied to hempa2's topic in KSP1 Gameplay Questions and Tutorials
Dangit! I always wanted my planes to look aesthetically cool -
What IS an airhogging craft?
Levelord replied to hempa2's topic in KSP1 Gameplay Questions and Tutorials
But What if I put my intakes backwards but still maintain a 1:1 intake/engine ratio? Is that still airhogging?