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Everything posted by Tex_NL
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After a ExurgentEngineering.dll and Firespitter.dll update completely ruined my savegame I've at last unlocked the final B9 tech node again. Finally I can enjoy those now SABRE's again. (This time I did manage to get them working.) Is it just me or are the large SABRE's complete and utterly useless? Anything over roughly 2/3 throttle will overheat and destroy them. The pre-coolers have been useless from the very start and no design I've come up with has been able to keep them cool.
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You only get to within 60km? MechJeb is more than capable of getting you within 5 km. First launch to rendezvous like you've done before. When the launch guidance is finished do not switch to the rendezvous guidance. Instead, I know it may sounds strange, revert flight to launch. If you payed attention to your launch angle on the first launch you'll notice it has changed. Now launch again with the new updated launch angle to the same altitude and you'll get a lot closer.
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[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
Tex_NL replied to DYJ's topic in KSP1 Mod Releases
I think they're the rescaled engines from Taverio's Pizza and Aerospace. Not sure if there is a 0.23 version for this mod. This link was the only one I could find this quick. -
Perhaps something happened that grossly violates forum rules. It's possible for moderators to move such a thread to a sub-forum where we, mere mortals, don't have access.
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Yes and yes. Stock can be pretty tricky as most parts are too fragile to withstand the impact with the water. Mods is easy. Firespitter comes with modular seaplane floats. Edit: Ninja'd
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It's possible this has already been mentioned (haven't read everything in the thread) but the ISS IS moved on a regular basis by the Russian Zvezda Service Module! Due to atmospheric drag the ISS orbit is in constant decay. The station drops on average 2 km per month. Graph showing the changing altitude of the ISS from November 1998 until January 2009
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Go to map view. Focus on a planet/moon and check the info tab on the right hand side of your screen.
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Everything in KSP uses the more logical metric system. Therefor it is safe to assume the ton is a metric ton. 1 metric ton = 1000 kg. 0,09375 ton = 93,75 kg.
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Of course there is another option besides more struts: Kerbal Joint Reinforcement. It really works wonders when it comes to connection strength and stability.
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Show them this:
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The sudden change in mass in the lower half of your craft causes immense stress on the connection between the orange tank and your mid section. When that connection snaps the lower section will overtake and rip through the upper half. Easiest solution: Throttle back just before you drop your spent SRB's and throttle up after you've dropped them. Either that or MOAR STRUTS.
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That movie is over 10 years old and this is the first time you've noticed this???
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Carreer mode rescue mission, What should i do?
Tex_NL replied to ThatKerbal's topic in KSP1 Gameplay Questions and Tutorials
Your best bet is to launch a ship with at least one empty seat, rendezvous and 'spacewalk' Bill to enter the new ship. Just don't forget to take all science data with him (right click capsule or experiment). Another option is to cheat and edit your persistent.sfs Edit: Ninja'd -
Mun anomaly missing? [ SPOILER ALERT!!! ]
Tex_NL replied to Tex_NL's topic in KSP1 Gameplay Questions and Tutorials
Which word in 'NOTHING THERE' do you not understand? -
Mun anomaly missing? [ SPOILER ALERT!!! ]
Tex_NL replied to Tex_NL's topic in KSP1 Gameplay Questions and Tutorials
I've already looked under the terrain. And as I stated in my original post: nothing there. -
According to both http://www.kerbalmaps.com/ and SCANsat there should be an anomaly in the Midland Crater at -9.8314 , 25.9177. I am currently landed in that very same crater, almost exactly at those same coordinates. There is no anomaly, neither above ground nor below. No arch, no Munolith, no monument. Nothing but regular ground scatter. Am I missing something or are both kerbalmaps.com and SCANsat wrong?
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Difficulty/Feature Selection
Tex_NL replied to Sapphire Snow Leopard's topic in KSP1 Suggestions & Development Discussion
Where did you people get the info difficulty selection is a planned feature? IT IS NOT! Dev's turned it down several times already. Don't believe me? Check this thread: http://forum.kerbalspaceprogram.com/threads/64669-Toggle-able-option-for-difficulty-a-Component-Failure-as-new-option It just got locked for the very same reason. -
Question: Does the latest dev build use SAS reaction wheels properly? (Or will future versions?) Some time ago I had a single engined lander with a very minor mass imbalance. Mechjeb's landing guidance was not able to keep it under control. When MJ throttled up, the lander started to rotate. MJ throttled down and re-aligned the craft only to let it rotate again as soon as it throttled up. And the cycle continued resulting in rapid disassembly on the Munar surface. MechJeb ran out of space and time to perform a proper landing. But when I tried to manually land my lander it performed flawlessly. I simply turned on the SAS and throttled up: no rotation at all. It flew as it was on rails, like it was perfectly balanced. So it must have been MechJeb that was at fault. The reaction wheels were more than capable of keeping the lander stable. MechJeb just didn't use them.
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Listening to this advice must be the absolute worst thing I've done in a very long time. 0.22 B9 worked nearly perfect for me in 0.23 but in an attempt to improve I gave this a try. It screwed up various textures, moved staging icons off-screen and caused a few other weird things. Worst of all I can access action groups and crew lists no longer in the VAB. Even reverting back to the original dll's doesn't resolve this. Long story short: I am forced to completely abandon a completed tech tree all because of some crappy bogus advice.
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Tips and tricks for SSTO construction
Tex_NL replied to wasmic's topic in KSP1 Gameplay Questions and Tutorials
There is an easy trick to avoid 'flame out yaw' With an even number of jet engines the left engine will always flame out before the right. Don't ask my why, this is just the way the game engine works. Instead use an odd number of jet engines. First place the outer ones and place the center engine last. The last placed engine will always be the first one to flame out. When the center engine flames out you know it's time to throttle back and you won't suffer catastrophic yaw. -
Simply because it's not a part of your culture doesn't mean nobody will use them. Somebody has to be the first. Until a few years ago you didn't see any of those balloons in the Netherlands either. Then suddenly they were all the rage. And nowadays you don't see them anymore as they are banned. Some landed on thatched roofs with a still lit flame. The results you can imagine; house burnt to the ground, happy new year.
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Based on your description I too would say Chinese Lantern. They are very common during new year celebrations. With pretty much all Chinese Lanterns the fire is actually inside the balloon envelope so it won't flicker in the wind. The envelope itself is opaque wax paper and will light up, glowing bright orange. Even though there might be almost no wind on ground level you'd be surprised how strong the wind can be 50 to 100 meters up.
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[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
Tex_NL replied to DYJ's topic in KSP1 Mod Releases
Then put it in a late, advance node. At least put it somewhere! -
[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
Tex_NL replied to DYJ's topic in KSP1 Mod Releases
Changing the entire tree??? Making additional parts??? Why on earth would you need to do that? Just give the current part a realistic place. Many people WANT pWing in career mode. By not adding pWing to the tech tree you're 'robbing' people of that. And it isn't a lot of work either. The pack only contains five parts and you'll only need to add two lines of code per part.