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Everything posted by Tex_NL
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Canister of spare experiments.
Tex_NL replied to Themohawkninja's topic in KSP1 Suggestions & Development Discussion
Radially Attached Experimental Data Storage Container: http://forum.kerbalspaceprogram.com/threads/54370-Radially-Attached-Experimental-Data-Storage-Container Works perfectly in 0.23. I use it too. -
[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
Tex_NL replied to DYJ's topic in KSP1 Mod Releases
They are not. That's exactly the problem. For days I was under the assumption I simply had not unlocked the proper tech node yet. But now that I have the entire tree unlocked they still weren't there. I knew in 0.22 pWing didn't have proper techtree integration but since the pack has a few new parts I expected this to be resolved as well. Boy was I wrong. So what gives DYJ, why no techtree integration? I know how I can do it myself but a lot of people do not. Time to step up to the plate and get things fixed. -
What good is the Stayputnik?
Tex_NL replied to GungaDin's topic in KSP1 Gameplay Questions and Tutorials
It's a probe core just like any other. Nothing really stands out on this core except that it is the second lightest and it has a relatively large surface area to attach things to. -
How do you think rings will work in KSP?
Tex_NL replied to TheGeoninja's topic in KSP1 Suggestions & Development Discussion
Rock scatter twice the density that is currently found on Mun won't cripple your CPU/GPU. Add to that a layer of fog (particle effect) and there won't even be a need to render any distant scatter. It can simply be deleted. -
If you're going to cheat your capsule back to the ground with hyperedit there might be an easier method: edit your persistent.sfs Back-up your persistent.sfs with any text editor. Search for the exact name of your ship. Scroll down looking for a resource tab that talks about name = LiquidFuel and a next resource tab talking about name = Oxidizer. On both change the amount to the maxAmount on the line below. Save and restart KSP.
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How do you think rings will work in KSP?
Tex_NL replied to TheGeoninja's topic in KSP1 Suggestions & Development Discussion
120700 - 6630 = 114070km. What you're now mentioning is diameter. Bartybum is talking about thickness. Wikipedia actually AGREES with Bartybum: Edit: Ninja'd -
How do you think rings will work in KSP?
Tex_NL replied to TheGeoninja's topic in KSP1 Suggestions & Development Discussion
At distance: Texture of course. No need for CPU hogging physics if you can't see the results in the first place. Close up: Terrain scatter mixed with particle effects. But I do hope some day scatter will be solid. -
Good find. But you're the first to have noticed this: http://forum.kerbalspaceprogram.com/threads/63155-Easter-EGG!!!
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way to hide ships in the tracking station
Tex_NL replied to mattig89ch's topic in KSP1 Suggestions & Development Discussion
Right clicking the tabs only temporarily hides a catagory. As soon as you come back to the map a second time they're all visible again. I can think of two ways to remove individual flights from the map: 1: Kill the ship. Remove the flight completely. But doing this there is no turning back. 2: Label the ship as debris. Debris is not displayed by default but can be displayed by clicking the debris tab. When you ever decide you want to use the craft again just label it back to ship, lander, station or whatever. -
Edit your first post in this thread. Click [Go Advanced] and change the prefix.
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Only reason I can think of why even transmitted science is not counted is that you've reverted your flight back to the VAB/SPH after landing. When you revert a flight you're loading an autosave from the moment you clicked 'launch'. Everything you did since that point is lost, including all transmitted science. Instead of reverting you should do exactly what both Kasuha and Awaras suggested: pull down the green recover button and click.
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First impressions: + This only works in the VAB but not the SPH. + Works flawlessly with the parts from both B9 Aerospace and KW Rocketry. (Have not checked other mods yet.) - The size of the screen is pretty intrusive, it can't be minimized. I can move it aside but if you move it 'off-screen' you can't grab it again. Fortunately a restart of the game resets it to its original position. A pull-out menu similar to MechJeb would be ideal. - Other resources (liquid fuel / oxidizer / intake air) are not included in the checker. - The External Command Seat is not recognized as Control Source.
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What's wrong with a pocket calculator? Or the one on your phone? No need for new build-in features or swapping screens, just use what you already have.
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Mech Jeb. Does it only work with the specific pod?
Tex_NL replied to MrUberGr's topic in KSP1 Mods Discussions
As jwenting correctly stated: 'only the craft you're controlling needs to have MJ installed' Select 'control here' on a docking port of your MJ equipped vessel and select the port on the other vessel as target. Activate auto-docking, sit back, relax and watch MechJeb totally screw up and waste tons of monoprop. Auto-docking on mechJeb is, for the lack of a better word, CRAP! Yes, it does work but you can dock manually with just a fraction MechJeb uses. Best solution is to use MechJeb as an aid and perform the maneuver yourself. Select the ports as control and target, open smart A.S.S, select target and click Par-. This will hold both craft nicely aligned and facing each other. Switch to Chase view (toggle with [V]) and use tiny pulses with your RCS to slide your craft together. -
I love it! How compatible is this with other mods? No, bad idea. If you include an option NOT to check for something you might forget to revert to a 'check all' state. Negating the entire purpose of this mod in the process. Edit: Reading NotCoach's input below I do see some merit in custom configurations. By .cfg editing this could work safely, with in-game editing you still run the risk of forgetting things.
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What's so 'specialised' about a 'high-inclination launch site'? A higher latitude severely limits the inclination range and it also lacks the free orbital momentum. Besides an already existing infrastructure perhaps there are literally no benefits of a high latitude I can think of.
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KSP Abbreviations, for the newbs :P
Tex_NL replied to BasOne's topic in KSP1 Gameplay Questions and Tutorials
Exactly what I meant. Edit: I just noticed one very important and frequently used abbreviation is missing from the page: KSC - Kerbal Space Center. And perhaps it's a good idea to also add ÃŽâ€V next to dV. -
Absolutely not! That's definitely P-Wing! If this was build with regular B9 wings lines on the individual pieces would show and the leading edge would be the same width from root to tip. You're probably looking at Donziboy's images while Hector and Melfice are talking about Eskandare's. Please check what posts people referring to before commenting. P-Wing by Eskandare: stitched B9 by Donziboy:
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Thanks for that link. Now I know it's not true. How? I hear you say. Easy! I let some Google-Fu loose on that image and guess what I found: That images is NOT the so called Peenemünde Space Center but is in fact Space Launch Complex 41 at Cape Canaveral. So called Peenemünde Space Center: https://www.facebook.com/wvbsc Space Launch Complex 41: http://en.wikipedia.org/wiki/Cape_Canaveral_Air_Force_Station_Space_Launch_Complex_41 Too bad.
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KSP Abbreviations, for the newbs :P
Tex_NL replied to BasOne's topic in KSP1 Gameplay Questions and Tutorials
This would make a nice wiki page. There already is a Terminology page. Perhaps someone could add abbreviations and acronyms.