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Everything posted by Tex_NL
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Are/were you using an outdated version of Kerbal Joint Replacement? Kerbal Joint Replacement? I know, and use, Kerbal Joint Reinforcement but WTF is Kerbal Joint Replacement??? If you meant Kerbal Joint Reinforcement then no, I've got v2.0, the most recent version at the time of my original question (it was updated today to v2.1). But I can't see why this could be related in any way.
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[0.23] Mods/Addons Everyone Should Know About!
Tex_NL replied to TheOfficialStorm's topic in KSP1 Mods Discussions
Thank you for sharing! This is just for mods I think everyone should know about. Not just a list of mods. Be honest, are there ANY mods on that list everybody should NOT know about? That list is not only nearly half a year older, much more complete and less biased. It is still active and maintained. Latest update was, guess what, today! No offense but there is no real need to start a new list. -
I stand corrected. You solution is in fact pretty useful. Got to remember that one.
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last weekend I spent a long time stabilizing my Orbital yard with KAS struts. During EVA Bill placed 24 strut endpoints and connected them. It worked perfectly and the station was no longer shaking itself apart as soon as I turned on the SAS. Now, a few days later I come back and guess what. The end points are still there but all the struts are gone. Please don't tell me I have to reconnect them each and every single time when I come back.
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I too have seen it several times in previous versions. But now that you mention it I have yet to see it in 0.23.
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The 'ONE CLICK' solution: Just check your own profile. It shows your last 30 posts (can be extended to many more) with links to the relevant threads. Unfortunately it does not show if there have been any replies. But neither does Kaspers.
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Flat areas like polar caps or Minmus seas.
Tex_NL replied to magnemoe's topic in KSP1 Gameplay Questions and Tutorials
I don't think Eve will be an option as drag was magnemoe's limiting factor when going fast on Kerbins poles. I haven't been to Tylo in quite a while, but I can clearly remember some pretty big perfectly flat area's. -
is it possible to combine fantasy with sci-fi?
Tex_NL replied to JtPB's topic in Science & Spaceflight
How could I've forgotten to mention Dune? Of course Dune can be called fantasy! A movie/series doesn't need to have swords and arrows or wizards, elves and goblins to classify as fantasy. -
Nobody before me in thise thread did mention anything about Extraplanetary Launchpads. The way you posted your wish/suggestion made it look like you didn't know about it as you did mention several other mods and wanted something like kethane but with the ability to build rockets. And SQUAD did at one point plan to ad resource mining to the game. Unfortunately they dropped it in favor of multiplayer.
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What you want is Extraplanetary Launchpads v3.7.1. It works similarly to kethane; you scan the planet/moon, drill for ore, smelt it into metal and build rocket parts. Which in turn can be used to build rockets to be launched from your 'extraplanetary launchpad'.
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You can use the workstation (I believe it's called that, it's located in the command section) that comes with EPL. But BahamutoD created a much better looking 3D printer. To get it, and various other parts, download Baha Drills & Parts for Extraplanetary Launchpads. (+ Science!) v1.1.
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is it possible to combine fantasy with sci-fi?
Tex_NL replied to JtPB's topic in Science & Spaceflight
Star Wars is an excellent example how fantasy and sci-fi can be merged, as is pretty much every superhero movie or series. Take movies like Thor, Ironman or The Avengers for example (yes, they are all MARVEL but that's besides the point). They are all clearly sci-fi but are also fantasy. The Time Machine, Planet of the Apes, The Matrix. All without a doubt classify as both fantasy and sci-fi. -
Flat areas like polar caps or Minmus seas.
Tex_NL replied to magnemoe's topic in KSP1 Gameplay Questions and Tutorials
Tylo! Jool's moon Tylo is where you want to go. Tylo has large, perfectly flat areas, no atmosphere and a surface gravity of 0.8g. -
[WIP Plugin] BDAnimationModules - v0.6.1
Tex_NL replied to BahamutoD's topic in KSP1 Mod Development
Nice job on those new EPL parts. I just think the 3D printer is a bit big. A smaller (perhaps slightly less efficient), 1.25m version would fit many designs better. And the inflatable Kethane tank, did you make it un-tweakable on purpose? I can't edit the contents in the SPH/VAB. -
Suddenly... unbalanced
Tex_NL replied to zeppelinmage's topic in KSP1 Gameplay Questions and Tutorials
Yes. As he confirmed eight hours ago it was indeed solved by pumping the fuel forward. -
Are you sure you're searching in the correct location? From a low flying plane it is easily spotted as it stands out pretty clearly against the white background.
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Suddenly... unbalanced
Tex_NL replied to zeppelinmage's topic in KSP1 Gameplay Questions and Tutorials
Pump your fuel forward. Try to keep as much distance between your CoG and your engines as possible. If your CoG is behind your engines their gimbal should be reversed but it isn't. Pushing the rear left when it should push right and up when it should push down. Forcing the CoG forward again should fix this. -
A low Kerbal Orbit at 80 to 100km takes about 30 minutes. Up at 500km you're already getting into the order or 1 hour. If you go higher you won't even be able to circularize your orbit within 40 after launch, let alone within 40 minutes after your previous launch.
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GAME BREAKING PROBLEM! Need help!
Tex_NL replied to HazelPine's topic in KSP1 Gameplay Questions and Tutorials
Do you have Distant Object Enhancement? If yes, get rid of it. I've seen this same problem on the forums a few times and experienced something very similar myself. Removing Distant Object Enhancement solved it each and every time. -
Both Phafor's and Horseman's suggestions are valid but they are not the easiest. Crew manifest allows you to move Kerbals IVA.
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Would a random* part accident mod be good?
Tex_NL replied to AletzN1's topic in KSP1 Mods Discussions
Sure, some people will love it but I am definitely not one of them. Let's say you have a ship design you have thoroughly tested and you're on your way to a distant planet. After hours of game play you're about to touch down and suddenly BOOOOOMMM. A part explodes and your ship crashes: RAGE QUIT! People will start whining all over the forum and SQUAD gets the blame their ships are failing for no apparent reason. If part failure would ever be incorporated into the game it should be predictable and avoidable, not random. Deadly Reentry and the current engine heating are perfect examples of this. -
Kerbin Circumnavigation Challenge!
Tex_NL replied to OTehNoes's topic in KSP1 Challenges & Mission ideas
I don't want to spoil your fun but this is hardly original: http://forum.kerbalspaceprogram.com/search.php?searchid=1990607. One of them, http://forum.kerbalspaceprogram.com/threads/25884-Kerbin-Circumnavigation-Challenge-Reloaded-New-Rules-Once-More?highlight=Circumnavigation is still pretty recent and as far as I know still active. You've been on the forum over half a year so you could (should) have known this. Edit: Got Ninja'd. -
Gilly; passing gas not recommended.
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Disappearing ship after data transmission
Tex_NL replied to Gnaar_Mok's topic in KSP1 Gameplay Questions and Tutorials
Are they REALLY gone or are they just missing from the map? It's possible they're labeled as debris. The map does not show debris by default. To show debris in the map pull down the top menu and click debris to show them. Don't panic if other labels disappear from the map, that's just temporary. As soon as you leave and return to the map it reverts back to default.