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Everything posted by Tex_NL
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KSP on Xbox One?
Tex_NL replied to Anton P. Nym's topic in KSP1 Suggestions & Development Discussion
There have been MANY discussion just like this in the past for pretty much every console. All led to the same conclusion: Don't count on it. It will definitely not happen before KSP 1.0 on PC. It is easy to link a modern digital TV screen to a PC as a second screen, I've done it too. And I know people do play KSP with Xbox/Playstation controllers. Problem solved I'd say. -
The "no-engined" flyer challenge!
Tex_NL replied to Themohawkninja's topic in KSP1 Challenges & Mission ideas
You claim 0muffins0's entry is based on a glitch while the challenge itself relies solely on the exploitation of a bug??? -
Kudos. Now add Damned Robotics and make it walk.
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Don't forget real life orbital dynamics are way more complicated than KSP's. In KSP all bodies have uniform gravity fields and you only need to consider a single one. Real planets and moons have irregular gravity and you're always dealing with multiple bodies. An asteroid traveling close to earth for example may have it's apogee decreased by earth and its perigee raised by the moon.
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8. CATO: Catastrophe At Take Off
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The Kerban Max-Security Prison Challenge
Tex_NL replied to Synapse's topic in KSP1 Challenges & Mission ideas
Location Geosynchronous orbit over Kerbin. Facilities The four prison pods at the bottom each can house 8 prisoners and are individually equipped with the required electricity, air and lighting. The two upper guard pods are set up to each house four guards and also carry the required equipment. Escapability Nearly impossible. None of the pods has doors, not even the guard pods. The only way to transfer prisoners is to use the robotic arm to physically move one or more pods to the guard section. Logistics The station can hold a maximum of 32 prisoners and 8 guards. The geosynchronous position is chosen in such a way the station can be reached from KSC in under two hours any time of day. No launch window delays. The large spherical fuel tank is equipped with a small rocket engine in case orbital corrections are necessary. Energy is provided by a single large RTG. -
Do you mean actually reducing the throttle or do you mean you hear the engine start to slow down and produce less thrust while the throttle itself stays 100% open? In the first case it could be MechJeb, trying to prevent flame-out, over-heat or staying below terminal velocity. The second, and I do believe more likely in your situation, is due to the fact engines aren't as efficient at every altitude. Most KSP engines produce significantly more thrust above 15km than they do at sea level. Edit: Darn, ninja'd on all points.
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More menu screen background?
Tex_NL replied to keanukeno21's topic in KSP1 Suggestions & Development Discussion
Yesterday some great suggestions where made in this area: http://forum.kerbalspaceprogram.com/showthread.php/44360-Unlocking-Start-Screens You might want to check that out. -
Why genetic engineering is banned in the Star Trek universe
Tex_NL replied to Pawelk198604's topic in Science & Spaceflight
So are donkey's and horses and look how useful mules are. Being from different species does not mean they can't interbreed though usually the offspring is infertile. MartinVD most likely refers to the Humanzee experiments by Ilya Ivanovich Ivanov. Ivanov's work may sound far fetched but it did happen. -
Help new user? Instructions on how to play
Tex_NL replied to buckau's topic in KSP1 Gameplay Questions and Tutorials
Have you tried playing the build in tutorials yet? -
With a minor redesign you can loose all wheels (detach them after you put the lights in position). A single RTG will suffice even without the battery, stripping it down to just 20. And you could probably get even lower.
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Unlocking Start Screens
Tex_NL replied to VerdammteSeele's topic in KSP1 Suggestions & Development Discussion
As far as I know there is as of yet no feature that tracks your accomplishments. Once career mode is implemented there obviously has to be one. Reflecting some of your most memorable accomplishments in the start screen should not be that hard. Doing so with the craft you actually used to do so however will be a tricky. Start screens are not movie but are rendered in real time so anything you can imagine could in theory be there. But the scene has to be staged some way to make it look good; camera, vehicles, Kerbals, flags, planets/moons. You wouldn't want your scene be obscured by some random terrain scatter boulder. -
[Showcase] Replica Craft thread!
Tex_NL replied to Mr. Pseudonym's topic in KSP1 The Spacecraft Exchange
Unmistakably a C-130 Hercules (B9/Firespitter) Stable in flight but it does not respond very well to pitch. And it needs a lot more runway to take-off than it's real life counterpart. -
can you rotate a docked space statoin piece?
Tex_NL replied to skyace65's topic in KSP1 Gameplay Questions and Tutorials
Yes, that's the one I was thinking about. -
can you rotate a docked space statoin piece?
Tex_NL replied to skyace65's topic in KSP1 Gameplay Questions and Tutorials
If I recall correctly there is a mod that offers rotation on docking ports. I believe it uses Damned Robotics to add thin plates that can be placed behind docking ports and allows you to rotate them on command. I haven't got a clue what it was called and how easy it is to find on the Spaceport. -
Has Kerbin's atmosphere been changed with 0.21?
Tex_NL replied to Tex_NL's topic in KSP1 Gameplay Questions and Tutorials
Here are some more interesting test results of various B9 intakes. To eliminate as many variables as possible all test where done with the same plane with three intakes for one turbo jet engine and a continues climb of 30 degrees. Widebody tested under the same conditions but with one intake and two turbo jets. First number is the altitude where the intake air started to decline. Second number is at full throttle flame-out. [table=width: 500] [tr] [td][/td] [td]0.20[/td] [td]0.21[/td] [/tr] [tr] [td]Circular[/td] [td]11 km / 25 km[/td] [td]11 km / 25 km[/td] [/tr] [tr] [td]Sabre S[/td] [td]10.5 km / 25.5 km[/td] [td]10.5 km / 25.5 km[/td] [/tr] [tr] [td]VTOL[/td] [td]9 km / 22.5 km[/td] [td]9 km / 22.5 km[/td] [/tr] [tr] [td]DSI[/td] [td]7.5 km / 21 km[/td] [td]7.5 km / 21 km[/td] [/tr] [tr] [td]RNM[/td] [td]32 km / 43.5 km[/td] [td]12 km / 25 km[/td] [/tr] [tr] [td]Widebody *[/td] [td]41 km / 52 km[/td] [td]9.5 km / 23.5 km[/td] [/tr] [/table] * Widebody starts loosing air ever so slightly immediately after take-off. Altitude mentioned is where intake starts to rapidly decline. As you can see all B9 intakes in this test perform equal pre and post update. All except the RNM and Wide body. Edit: Widebody intake added. -
Has Kerbin's atmosphere been changed with 0.21?
Tex_NL replied to Tex_NL's topic in KSP1 Gameplay Questions and Tutorials
The original problem has been answered. Kerbins atmosphere has not been changed. But there is still something weird going on with the B9 mod. -
The Borg assimilating the Founders. Imagine a Borg 'adapting' to a threat by shape shifting. Now that would be a scary thought.
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2nd question of the day. (Orbit matching)
Tex_NL replied to Dewm's topic in KSP1 Gameplay Questions and Tutorials
It's counter intuitive but that's the way orbital dynamics work. To speed up you'll need to put on the brakes (burn retro grade) and get your craft in a lower orbit. To slow down you'll need to throttle up (burn prograde) to get to a higher orbit. In a vacuum the shape of your craft does not affect speed. Panels extended or retracted does not matter. In real life there is indeed the solar wind but you'd need several square kilometers of sail to gather enough force to move a craft. Plus real life vacuum isn't a complete vacuum, especially in low earth orbit, causing some drag and slowing you down. -
Wrong! Sapphire and Basilo are correct, though it isn't easy it IS possible! Both the landing legs and landing gear can be used to trap objects. But since this relies on physical collisions you can NOT use timewarp. As soon as you engage timewarp the two objects will clip and when you disengage warp while clipped they'll explode.
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Has Kerbin's atmosphere been changed with 0.21?
Tex_NL replied to Tex_NL's topic in KSP1 Gameplay Questions and Tutorials
I am both disappointed and relieved I am not the only one running into this problem. If it was just me it could have been something wrong with my install (or even with my hardware) but now that there is at least one more it more or less proofs it is something related to the mod itself. -
Everybody that is plagued by reduced intake air please check out http://forum.kerbalspaceprogram.com/showthread.php/43045-Has-Kerbin-s-atmosphere-been-changed-with-0-21 Please post a detailed report there of the behavior of your craft in 0.20 and 0.21. A reply that just states "I have this too." isn't contributing anything. Instead post your method of testing and results, preferably with screenshots.
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Seriously, I haven't got a clue what you're talking about.
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Few days ago I build a unicycle. I haven't tested it in low gravity but around KSC it works reasonably well. Check out what XaTriX did. SAS Breakdancing.