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Everything posted by Tex_NL
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Ambition (short, space-themed sci-fi film)
Tex_NL replied to Sky_walker's topic in Science & Spaceflight
Darn, you're right. I knew I heard that voice before but couldn't place it. -
Docking Ports and Ring Stations
Tex_NL replied to Behemoose's topic in KSP1 Gameplay Questions and Tutorials
Multi-port docking itself can be difficult. But alignment in circular construction is EXTREMELY important. A minor flaw on one end can result in a huge off-set on the other. Laie is absolutely correct in suggesting some assistance from Smart A.S.S. or AlignmentIndicator. The circular stations I build in the past would have been be nearly impossible without them. Check out the link in my signature for additional building techniques. Edit: I looked at your image a bit closer now and I think I've spotted your problem. It's literally staring you in the face. The central truss, vertical in your images, is longer than the arched truss you're trying to wrap around it. Unless the docking ports are actually able to line up they will never connect. -
spaceplane 'bounces' when pitched up
Tex_NL replied to Stratoroc's topic in KSP1 Gameplay Questions and Tutorials
Especially when using canards with FAR/NEAR stall is usually the culprit when it comes to porpoising. When you pitch up the nose rises. When you pitch up harder the canards will stall and loose lift; your nose will drop. You stop pulling up, the canards regain lift and your nose rises again. I've had this issue several times and the easiest and as far as I know only solution is to reduce the max deflection angle on the canards. Doing so will sacrifice some pitch authority but they won't stall that quickly any more. -
http://www.permanent.com/lunar-geology-minerals.html talks about Al2O3 concentrations between 10.32 and 27.18% So yes, you're pretty much 'swimming' in rocket fuel as long as you got the tech to separate the aluminium and oxygen.
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http://www.permanent.com/lunar-geology-minerals.html talks about Al2O3 concentrations between 10.32 and 27.18%
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I just had one of the most amazing orbits I've ever seen. On my way to Mun I adjusted my orbit and then this happened: After the intended Mun encounter I got a Minmus encounter. In itself not that special until you look a bit further. After Minmus, all the way around the orbit, there will be ANOTHER Mun encounter.
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All but the Rapier are the same sound. There is no tune. Any tune you might think to recognize is solely imaginary.
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In KSP this is currently not possible. And probably never will be. All craft outside physics range are completely ignored. If you would extend the physics range far enough rotation and collisions would be calculated. However this would simultaneously increase the workload on the game engine slowing your game down from frames per second to seconds per frame.
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What ArcAttack does as far as I understand is very rapidly switch the lightning bolts on and off. The frequency used to toggle the bolts determines the 'pitch'. A little digging resulted in this.
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SSTO orbits now very easy?
Tex_NL replied to Jas1126's topic in KSP1 Gameplay Questions and Tutorials
Especially since his plane has no control surfaces whatsoever. -
What to do with a back-heavy plane
Tex_NL replied to Spheniscine's topic in KSP1 Gameplay Questions and Tutorials
You mean keep the CoL just BEHIND the CoM! CoL in fron of CoM is what's causing his problems in the first place. -
What to do with a back-heavy plane
Tex_NL replied to Spheniscine's topic in KSP1 Gameplay Questions and Tutorials
Quick solution: Run fuel lines from the rear tank to the front tanks (left to right/right to left is easiest to connect) in order for the engines to use the rear tanks first. Better solution: Eliminate the front fuel tanks: your fuel will now sit almost on top of your CoM. To compensate for the CoM shift backwards from eliminating the two tanks give your plane a tail. This will shift your CoL backwards and gives much better pitch control. To pump fuel right click the source tank and [alt]+right click the receiving tank. Click the in/Out buttons to start pumping. Please note pumping fuel will shift your CoM and can potentially cause instabilities. -
Anyone tried Rescue Lodorf Kerman?
Tex_NL replied to Gurthang99's topic in KSP1 Gameplay Questions and Tutorials
Rescue missions can be fun. And profitable. Just make sure your rescue vehicle has at least one empty seat! Finding a stranded Kerbals is exactly the same as orbital redezvous. Just ignore the docking part in the video. Instead once you're within 2.5km (closer is better) and relative velocity is zero switch to your stranded Kerbal with [ or ]. Activate his jetpack with R and gently guide him towards your rescue craft. Once aboard de-orbit, land and recover ans usual. -
What to do with a back-heavy plane
Tex_NL replied to Spheniscine's topic in KSP1 Gameplay Questions and Tutorials
Pump fuel forward. In case you can't pump fuel forward because you use a single tank you might want to consider splitting the tank. Pictures, with CoM and CoL visible, would help with diagnosing your problem. -
Wow, that's a pretty old and outdated screenshot. But what I think your looking for is Editor Extension
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Any mods that can actually make a Space Station worthwhile?
Tex_NL replied to Coga19000's topic in KSP1 Mods Discussions
Extra Planetary Launchpads also lets you build ships in space. This station around Minmus uses EPL to construct interplanetary ships. -
http://www.arcattack.com/
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Air-Breathing Rocket
Tex_NL replied to JMBuilder's topic in KSP1 Suggestions & Development Discussion
Pulse jets would make very nice early tech. Pulse jets are weak, inefficient but at the same time very simple. Anybody with reasonable metal fabrication skills should be able to build one in his/her spare time. Ramjets/scramjets are more complicated and should only come after regular jet engines. -
On Mun, no fuel left, how resupply??
Tex_NL replied to sam1133's topic in KSP1 Gameplay Questions and Tutorials
And the mod Claw is talking about in this case would be KAS -
Air-Breathing Rocket
Tex_NL replied to JMBuilder's topic in KSP1 Suggestions & Development Discussion
The parts you're suggesting is far from useless. The suggestion however is. What you're suggesting IS a jet engine, and we already have those in the game. -
If they don't hurt people why are there so many people with burned retina's after looking directly into a laser pointer? This is just one example http://www.laserpointersafety.com/news/news/nonaviation-incidents_files/3b9a99cb68143bbdde886a8b40f60d15-101.php. His eyes did recover but it did take six months. And they don't actually have to damage your eyes to be (temporarily) blinded. Every had a car coming right at you at night with his high beams on? Clearly not. It doesn't hurt and doesn't do damage but you won't see anything except the large blur of the headlights. And the effect lasts considerable time after the lights have gone. If this happens to a commercial airline pilot on final approach it DOES create a very dangerous situation, potentially putting hundreds of peoples lives at stake. If kids do this it can be considered mischief. If an adult does it it borders on attempted murder.
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[Brilliant Idea] - Space Tourists
Tex_NL replied to Starwhip's topic in KSP1 Suggestions & Development Discussion
As valid as your suggestion is, it is hardly original. Here's one made just a few hours before you did: http://forum.kerbalspaceprogram.com/threads/97196-Idea-Space-Tourism-Contracts -
(B9?)Transparent parts
Tex_NL replied to Ziecore's topic in KSP1 Technical Support (PC, modded installs)
I can confirm it's an issue between B9 and KVV. In 0.24.2 (x86) I gave KVV a try and immediately ran into this very same problem. After removing KVV the problem had resolved itself. -
From the space center get each and every 'landed on Kerbin' mission! Remove all fuel, activate the part and recover for 100%. You don't even have to leave the launchpad. Rescue missions are also a great way to make some cash. Especially when you've got SSTO plane technology. Land on the runway for 100% recovery. And last but not least: once you do land on Mun before leaving check for new Mun contracts. You can accept contracts at any given time.