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KSP2 Release Notes
Everything posted by Tex_NL
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If you're referring to the Ribbon Generator based on this image I'd say you could only claim something like : Entered SoI with a probe. And possibly add 'Orbit' if you lowered your AP enough. Probe: An autonomous craft which does not land. Probe Rover: An autonomous craft which landed and performed controlled surface travel.
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Meteor/Meteor Showers
Tex_NL replied to ReptilianGameplays's topic in KSP1 Suggestions & Development Discussion
A high powered bullet and pee sized asteroid are basically the same thing. The asteroid is most likely a bit smaller but travels faster, they carry a similar amount of energy and therefor cause similar damage. -
I've been there. Pre-0.21 the game automatically made a quicksave at every launch. After screwing up a docking maneuver I blindly assumed it had done the same thing and I pressed [F9] reverting me back to an aerobraking maneuver at Jool I did a week ago. Many hours where lost and I had to go through the entire Jool mission again.
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When asking for part identification it REALLY helps to post pictures.
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One way to increase altitude is to reduce weight. In your image you're carrying four jet fuel tanks, you can safely loose at least two and still have plenty jet fuel. You might even be able to get to orbit with just one. Once properly balanced (can't judge that from your current image) I see only one reason why this would have difficulties reaching orbit: it could do with a few more intakes. You don't need twenty or thirty intakes per engines as some people do, more will make things a bit easier but two to four will suffice.
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I wouldn't worry too much about that. Look at what Bac9 did with the current KSC. It's bigger and much more detailed than the pre-0.21 version but is much less hard on your CPU.
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Banning hyperedit, infinite fuel and cfg editing I understand. I even understand why you prefer people not to use Kethane. But why in the name of Jool would you ban KW Rocketry? It's one of the best balanced mods ever! Yes, the tanks are a bit bigger compared to stock but they are heavier. Yes, the engines are a bit stronger but they are again heavier and/or less efficient. Please explain why.
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SSTO cant maintain lift at 20k altitude
Tex_NL replied to CmdrRimmer's topic in KSP1 Gameplay Questions and Tutorials
This one: But I just realized this is not the plane mentioned by CmdrRimmer. -
SSTO cant maintain lift at 20k altitude
Tex_NL replied to CmdrRimmer's topic in KSP1 Gameplay Questions and Tutorials
Looking at the picture you're hauling way more jetfuel then you need. I guesstimate you'll need less than a quarter of what you currently have. Getting all that 'useless' weight up to orbit will cost a lot of fuel, weighing you down even more. -
Try opening the "Reply With Quote" in a new tab, that way it will work. The link itself isn't broken but for some reason it doesn't function properly with a regular left click.
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And make sure to use matching docking ports. Jr's only connect to jr's. Sr's only connect to sr's.
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Right click an icon to add/remove things from the top menu.
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Quad Atomic engine problems
Tex_NL replied to dudester28's topic in KSP1 Gameplay Questions and Tutorials
You're correct about the quad but that's completely irrelevant in this case. With or without the quadcoupler he will knock off his engines no matter what, unless he rotates them. -
Quad Atomic engine problems
Tex_NL replied to dudester28's topic in KSP1 Gameplay Questions and Tutorials
No it's not. It's the fairings that cause this problem. Most stock engines have a beaker shaped fairing but the atomic has two shells. When you detach the decoupler the shells are ejected to the side with enough force to knock off adjacent engines. To avoid this you should rotate the engines 45 degrees in order for the fairings to clear the other engines. Edi6t: Ninja'd. Johnno is 100% correct. -
Using Intake Air as a RSC alternative
Tex_NL replied to wafflemoder's topic in KSP1 Suggestions & Development Discussion
Why would you? It's already in the B9 Aerospace mod! -
I am actually surprised this subject comes up again. It does get asked at least once every few weeks. Yes, you can brake using gravity assists and aerobraking. But it will NOT result in a stable orbit. You might slow down enough to stay within Jool's SoI but you will eventually re-encounter the body you last visited. It might happen in just a few orbits, it might take several years but you will encounter that body again. And anything can happen at that time. You might get slowed down, get a boost or become a permanent resident. Unless of course you stabilize your orbit with your engines before that time.
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Mission Replay
Tex_NL replied to Rufus Callahan's topic in KSP1 Suggestions & Development Discussion
You're right, it has been suggested before. Several times to be precise: http://forum.kerbalspaceprogram.com/search.php?searchid=1049185. But that doesn't mean it is not a good suggestion. I doubt it is something high on the priority list. In the mean time you could use 3rd party software. -
Guess I missed that one. As far as I can see those are just the stock engines.
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Can you point out on what image you see this? I've been digging through several pages and the only 'blue glow' I can find is the stock Ram Intake.
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small and easy update.....Runwaylights
Tex_NL replied to maro's topic in KSP1 Suggestions & Development Discussion
'... when you are near.' And therein lies the problem. By the time the light becomes of any use you're already so close to the runway you won't need them any more. It has been suggested a few times indeed but I never saw any dev involved, let alone see any reply by one of them the 'costs' where too high. -
Using Intake Air as a RSC alternative
Tex_NL replied to wafflemoder's topic in KSP1 Suggestions & Development Discussion
Ever tried to balance a VTOL? Air nozzles can be very useful in this case. And that's exactly why a Harrier Jumpjet has air nozzles just like this. I guess this is pretty much the reason why Bac9 added them to the B9 Aerospace mod. As long as you have a running jet engine those air nozzles have an unlimited supply of propellant. They function in the same way as RCS nozzles but do not share a common resource. -
Just land at KSC and recover the flight. Then launch an new one from the SPH with the new payload as if it was the same one.
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Don't get me wrong. I totally understand why and agree it would be a nice feature but please keep in mind when humans first went to the moon they didn't exactly know what to expect. Everything they did was purely based on an educated guess. And the same will be true once we finally go to mars the first time, the only way to know for sure if the equipment works is to actually go there and test it out. And there WILL be failures! Hopefully not resulting in human casualties but accidents will happen. Challenger and Colombia are perfect examples of this.