sgtscuba
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Everything posted by sgtscuba
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KSP -Multiplayer - Will It Be Server Based?
sgtscuba replied to NeoMorph's topic in KSP1 Suggestions & Development Discussion
That, and anyone who can dock, can ram your nice space station too. -
^this, so I am just getting on with my current career, and see what I learn along the way. (yay KAS)
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Ski-jump ramp for runway
sgtscuba replied to pheeph's topic in KSP1 Suggestions & Development Discussion
So what your saying is we need something that displays thrust to weight and lift data? -
Am I the only one afraid to leave Kerbin?
sgtscuba replied to Deadpangod3's topic in KSP1 Discussion
^this, I don't have big bases on other planets (been messing around with a space station around kerbin with KAS to bring up extra stuff). But I like exploring the Mun/Minmus. I haven't landed anywhere else but I have done visits of them and flybys. -
Ski-jump ramp for runway
sgtscuba replied to pheeph's topic in KSP1 Suggestions & Development Discussion
Well have a look at the aircraft carriers, I think most of them have around 12 Degrees on the ramp. However, I see a flaw, does KSP take into account the effects that this has in real life (it increases lift as I recall, that why they used it for the harrier so it could carry more) aerodynamically? (i.e. increasing AOA give bonus lift?) -
Rapid space exploration development scenarios
sgtscuba replied to kiwiak's topic in Science & Spaceflight
^this, although I think something like 5 would be more likely. -
KSP music is being used in political advertising on youtube.
sgtscuba replied to Omegalegion's topic in KSP1 Discussion
Its royalty free music -
Another use for the mobile processing lab
sgtscuba replied to Ruinsage's topic in KSP1 Suggestions & Development Discussion
^this ideally -
Ship subfolders
sgtscuba replied to Stargate525's topic in KSP1 Suggestions & Development Discussion
I would support it, would make it much easier as I break mine down into class such as light/medium/heavy payloads and keep the boosters separately. -
Gonna be a Mun and Minmus base within Career mode, been to the Mun a fair few times, same with Minmus. Got Kethane installed so I got a semi decent reason to go, as well as for Science! Gonna have to practice my landings though as I don't want to be too spread out. Normally I don't go past Kerbin's orbit, but the last patch made me send a probe to Eve, so maybe I will use my bases for tanking fuel up to them.
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Just one extra part.
sgtscuba replied to Clockwork_werewolf's topic in KSP1 Suggestions & Development Discussion
I used to use that too until it stopped being updated. However a stock arm (or family of different sizes) would be really useful, for both rovers and space stations. -
Just one extra part.
sgtscuba replied to Clockwork_werewolf's topic in KSP1 Suggestions & Development Discussion
^ this would do me. Would love to have an arm to use like the Canadarm so that its easier to build stations with. -
What do you thinks is at the center of our galaxy?
sgtscuba replied to TechnicalK3rbal's topic in Science & Spaceflight
The Space Kraken obviously, it also explains why the universe is expanding - its trying to get away from it. -
Loving seeing how you guys have built these, a lot better looking than my stuff, although I do prefer a 3 stage landing, I do it slightly different so I have a first stage to get me to orbit, then a transfer stage which I drop about 1.5km above the surface, leaving the lander with enough fuel to return on its own. Did you guys do this in Kareer Mode or in sandbox mode? Just wondering because the 3.25m tanks and engines from B9 don't show up for me in Kareer mode.
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If NASA had more funding...
sgtscuba replied to Sax Man Aeronautics's topic in Science & Spaceflight
Maybe even printing part of the ship up there to save weight/bulk on resupply trips -
Actually that would be a semi good idea, and has been sort of done during project HAARP
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If you don't mind me asking, how did you get the rover to stay inside without exploding?
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[reflection] Using KSP as a base for an "X" game?
sgtscuba replied to slay_mithos's topic in KSP1 Discussion
I had a pretty good idea I think. MP and SP, use KSP physics, with freelancer like ships. Have it so you could have infantry and tanks and what not too. So you had to attack facilities dotted across a planet, but your craft had limited fuel and ammo, which would need to be shifted from another base to the front. -
I have Kethane, B9 and KAS installed into my game and I am wondering if anyone has any tips on how to transport my mining rovers across kerban without braking them. Have been trying the stock transport that came with b9 but couldn't get my rover inside of it, can anybody help me out with this (explanation or video please)
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What about for transporting these rovers inside of aircraft for example, around Kerban and the like?
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What happened when you first landed on the Mun?
sgtscuba replied to rhj91's topic in KSP1 Discussion
Managed to touchdown nicely after quick loading on flipping my first try, think I managed to get the hang of landing it, nice smooth landing, 1 kerbal on board, now gotta get him back after some other stupid deisgn flaws I have put into the mission. -
What type of Tutorial Would You find most useful? [Tutorial Made!]
sgtscuba replied to buzz66boy's topic in KSP1 Discussion
Flying SSTO's, I just struggle with getting ones into orbit even though others have gotten the same thing there easily