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Everything posted by Tex_NL
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Isn't that obvious? Kerbals are aliens and don't have Dollars, Euros, Yen, Pesos or Pounds. Why would they have something that sounds the same? Besides that, linking a Kerbal currency to a real world equivalent might inadvertently link it to that country/continent's ideology. And that is something that definitely does not belong in the game.
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Moving an Asteroid... On Minmus
Tex_NL replied to RocketPilot573's topic in KSP1 Gameplay Questions and Tutorials
You might be able to shoot some KAS grapplers at it, anchor yourself to the ground and winch it in. -
Normally I start from scratch with every major update. But this time I did not as I had just started a long duration Eve/Gilly mission, mining Gilly with EPL and Kethane to explore Eve. Editing my 0.23 save to make it compatible with 0.23.5 was the obvious solution.
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I'll see if I can get it too you soon. But I must tell you in advance it relies on various other mods. Among them B9 and KW.
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Atmospheric Autopilot -> Airplanes, Gliders, et al.
Tex_NL replied to P.Funk's topic in KSP1 Mods Discussions
If MJ has difficulty controlling your airplane, go back to the SPH and design a proper plane! MechJeb not being able to control a plane properly is pure hogwash. Before typing this post I gave MechJebs Spaceplane Guidance a heading and altitude. Now, over 5 minutes later it still hasn't deviated a single degree and hasn't dropped or gained a single meter. -
I've got a weird problem that might be related to EPL. I've build a perfectly working Kethane powered Jetplane. Flying it from the KSC runway there are not problems what so ever. But when I build it in orbit on my Gilly Outpost it flounders. For some yet unknown reason I get a NaN error on the electricity.
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Atmospheric Autopilot -> Airplanes, Gliders, et al.
Tex_NL replied to P.Funk's topic in KSP1 Mods Discussions
MechJeb can do this with ease. Just choose the appropriate feature. In this case 'Spaceplane Guidance' It can hold any desired heading and altitude. -
Does the clamp-o-tron actually work?
Tex_NL replied to Derivative's topic in KSP1 Gameplay Questions and Tutorials
Rotation does absolutely NOT matter! What does matter is which side is on the outside. The flat side should be facing your structure, the side with the beveled edge and the hatch should be facing out. You have the clamp-o-tron mounted correctly. Why they won't connect is beyond me. -
Of course you could build a ring and later remove the core. But that would involve additional multi-port docking and a great deal more planning in the VAB/SPH. You'd have to make sure your modules not only fit to each other but also to the core. Sadly I can not show you a hubless station in orbit as I don't have any like that at the moment. But I can show you what can be done with the Wheel and Spoke method: I build this beauty back in 0.21
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Tex_NL replied to rbray89's topic in KSP1 Mod Releases
Confirmed. The link in post #1 is flawed. This link does work but it too has a flaw, no volumetric clouds! -
I absolutely do NOT agree SQUAD is hyping up the coming updates. It's not SQUAD but rather, as usual, the community that has a bad case of update fever.
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The lab itself does not produce science points. All it does is increase the science points for transmission from other experiments and clean out (reset) the goo canister and materials bay so they can be re-used.
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Rendezvous after returning from the moon would require a lot of fuel to reduce velocity. The shuttle is in fact pretty inefficient. The wings, the landing gear, the life support, the crew itself. It's all excess weight you don't really need. The SpaceX Falcon Heavy for example is similar in size but can lift double the weight .
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Perhaps you could dynamically increase/decrease the weight of the launchpad to compensate.
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Of course it can. As long as it fits inside and and isn't too heavy anything could be launched inside the shuttle. Question is: Why? Modern rockets are cheaper, more efficient and also largely reusable.
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@ taniwha Not sure if you're already aware of this but I've found a huge possible exploit in this mod: Launch a small ship capable of reaching a distant destination to low Kerbin orbit. Make sure it is equipped with a small amount of rocket parts and an orbital construction node. Design a huge, single piece space station. (Anything too big to move will do.) Start building your huge station in orbit and keep supplying your small craft with the necessary rocket parts. Pause the build at 99.9%. Even though you have an nearly complete space station 'hiding' inside the total weight and dV of your small ship hasn't changed. It is still capable of reaching its destination. At your desired destination continue the build and POOF you have an instant space station.
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I'm pretty sure this has been discussed at length here on the forum already. If I remember correctly the answer to your question was pretty simple. Sending a shuttle to the moon is a waste of resources. You'll be wasting an enormous amount of fuel moving a lot of weight you don't need. All you need to land on the moon is the lander itself, the orbiter itself is completely useless. Edit: Ninja'd Edit2: Found the original thread from October last year: http://forum.kerbalspaceprogram.com/threads/54492-Shuttle-to-the-Moon
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Two of my scariest moments were both about 15-20 years ago. I was driving my motorbike from home to work. Driving the same route everyday had probably made me a bit overconfident. I knew all the bumps and curves in that road and was driving a bit too fast. I turn into a nice left handed follow-through with 100 kph only to notice the end of the curve is covered with mud. A farmer had recently come out of his field and didn't clean up his mess. Any experience biker knows you don't brake in the middle of a turn but I had no choice. I HAD to reduce speed despite the risk of spinning out. Hitting that mud with 100 kph would guarantee a close encounter of the 'HURT' kind. I managed to kill at least some speed before I entered the muddy area but was still going way too fast. I lost traction to both my front and rear tire and started sliding. For some miraculous reason I did not lost total control and did not drop my bike. The moment I came out of the muddy turn and was on clean tarmac again I literally had less than ten centimeters left before hitting the soft grass. Talk about a life changing moment. It was well over 10 years ago but still remember it like yesterday. Not a month later I was driving my bike on a different country road and again I spot mud in the distance. The near miss still fresh in my memory I hit the brakes. Guess what, I'm on loose gravel and lock up my front tire. For the second time that month I nearly soiled myself. The other near miss was in Germany with my first car. I was driving north of Bremen after visiting a girlfriend. Not familiar in that area I missed my exit on the autobahn. It was the time before satnavs so I had to check my maps. Soon I spotted signs for a rest stop and I moved over to the slow lane. For some reason all traffic in front of me suddenly slows down. No problem, I wasn't tailgating so I too reduce speed. I check my mirrors and spot a car gaining on me fast. And when I say fast I mean FAST and he wasn't showing any signs of slowing down. He was doing at least 120 while I barely hit 70 kph. Still checking my mirrors I braced for impact, only to see him slam on the brakes and dive into the emergency lane at the last possible second. He was completely next to me when he finally matched speed. I exited the autobahn for the rest stop and parked at the first possible spot. But he followed me and parked right next to me. And he jumped out. Blood and adrenaline still screaming through my veins I was thinking to myself "Oh no, you're NOT gonna do this! If you as much as touch my car I am going to tear you apart!" I too jumped out. The German guy reached out his hand: "Are you OK?"
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Multi Monitor Support
Tex_NL replied to Duxwing's topic in KSP1 Suggestions & Development Discussion
You're correct. It was not my intention to post a broken link. The link should have performed a subject title search for the words Monitor and Support. It gave multiple results, all from within the last six months. -
Multi Monitor Support
Tex_NL replied to Duxwing's topic in KSP1 Suggestions & Development Discussion
Although this is on neither the What not to suggest nor the Already Suggested List this has been suggested multiple times. http://forum.kerbalspaceprogram.com/search.php?searchid=2170292 -
Is virtually impossible to access forum from ksp webpage
Tex_NL replied to Pawelk198604's topic in Kerbal Network
The forum button is actually still clickable (at least it is for me in FireFox). But the wiki button below it is getting difficult. The Spaceport button isn't even visible. -
Auger uses electricity to produce ore. (Only when you're landed on a spot that contains ore of course.) Smelter consumes electricity and ore to produce metal. Workshop consumes electricity and metal to produce rocket parts. Launchpad consumes electricity and uses rocket parts to construct craft. Once the recycler is activated ANYTHING!! that comes close to it is converted into metal. Any fuel left in the craft is recovered. The amount of metal you'll get is based on the weight (with a maximum of what you're able to store at that moment). The recycler effect is instant and definite. Be careful; it also 'recycles' Kerbals! Best to deactivate it after you're done.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Tex_NL replied to rbray89's topic in KSP1 Mod Releases
Fading hexes in and out would be a great improvement over the current 'explosion' of clouds. Another option would be to have a finer grid. More, smaller hexagons. Instead of 3 large hexagons you could have 19 smaller ones covering roughly the same area. Spawning and removal of the edges will now be largely obscured by the nearby clouds. If you could combine this with fading the transition will be nearly invisible. -
Collecting science from the Mun
Tex_NL replied to daniu's topic in KSP1 Gameplay Questions and Tutorials
I did something similar to that on Minmus. But instead of transmitting I collected the data from multiple biomes into a single capsule (you can do this either through EVA or through mods) and brought that back to Kerbin. You will not get instant science points after each biome but the total will be more. It also pays to carry not just two goo canisters but also two material bays.