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Everything posted by Tex_NL
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http://wiki.kerbalspaceprogram.com/wiki/Kerbin
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Which key is for stage lock
Tex_NL replied to Pawelk198604's topic in KSP1 Gameplay Questions and Tutorials
The solution to the OP problem is as easy as it is obvious: Put the chutes on a separate stage. Chutes only deploy when their stage is activated and stages never activate on their own. Sometimes it may look like a stages decides to trigger on it's own but that is probably MechJeb. Even when MechJeb's 'Ascent guidance' is deactivated it can and will still trigger stages. To avoid this simply de-select the 'auto stage' before closing the ascent window. -
Looks pretty good for a first version. I like the fact you put attachment nodes on the top and bottom but why not on the front and back? (Preferable at the same hight.) Apart from looking good it doesn't really do what it's designed to do. Part vs part collisions are OK but part vs surface is not. I intentionally rolled a rover and the cage simply clipped through the ground crushing my poor Kerbal between his seat and the moist grass. (Good thing Kerbals wear helmets.) But as I said before, it's a nice job for a first version. I am sure future versions will improve even more.
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Start With Landing Struts Extended?
Tex_NL replied to TheCoolSideofthePillow's topic in KSP1 Gameplay Questions and Tutorials
Actually, the B9 landing legs are the only B9 parts that can NOT be toggled before launch. Since many of the new B9 parts do have this feature I wrongly assumed the landing legs would too. -
Start With Landing Struts Extended?
Tex_NL replied to TheCoolSideofthePillow's topic in KSP1 Gameplay Questions and Tutorials
AFAIK toggling parts in the VAB/SPH is a planned feature. Until it is implemented it is not possible to start with legs and ladders deployed or landing gear retracted. However, a mod like B9 does have this feature for it's own parts. -
Bring a dead probe back to life.
Tex_NL replied to Engineer_Tony's topic in KSP1 Gameplay Questions and Tutorials
On #2: I tried that in the past and epically failed. I 'stopped' one of my fully charged batteries shortly after launch in the hopes of reviving my probe once I ran out of juice. Turned out I couldn't, I did not have enough power to turn on the power. Since that time I pretty much always stick at least 1 RTG to my rockets. -
As far as it was once explained to me yes. But now that I think of it, energy could also be taken way from rotational speed causing either or both bodies to slow down. Please keep in mind I am doing this from memory, I have no links or solid data to back this up. There must be much more knowledgeable people out there.
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Star Wars: Tie Fighter (in orbit around kerbin)
Tex_NL replied to zanzibar196's topic in KSP1 The Spacecraft Exchange
Must agree with Climberfx. You want to show off your craft. Then at least make it properly visible. If you had waited half an orbit it would have been in sunlight. -
KSC is haunted. or The Ghost of Tony
Tex_NL replied to Tex_NL's topic in KSP1 The Spacecraft Exchange
If you mean power in the sense of electricity, it has a single PB-NUK to keep it alive. If you mean power in the sense of propulsion/thrust, that's where things get interesting. It doesn't have any! It stays in the air solely by the infini-glide bug already mentioned by sjwt. -
Don't know how many (a lot) but the biggest thing I lost was a station that took at least one or two dozen flights. Two ways to recover from an accidental 'End Flight': 1: [alt]+[F4] ASAP to totally kill KSP before it gets the chance to update your persistent file. 2: [F9] to load your latest quicksafe. Unless you manually quicksaved this will reset you to the moment of your latest launch.
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I have never and will never play any game through Steam. The simple fact Steam is able to produce stats like this is reason enough for me not to use it. I don't like them being able to see what I am doing and what I have installed on my PC. I already hear you say you can keep them out by various profile settings, filters and what not. But I think it's a lot easier to not opening the door in the first place.
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A premature end to test driving a new Mun-buggy. (I was watching if the front was too low to the ground and would possibly hit obstacles. I wasn't paying attention to the runway lights.)
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SPACE STATIONS! Post your pictures here
Tex_NL replied to tsunam1's topic in KSP1 The Spacecraft Exchange
Since I start all over with every major update I currently have only one station in orbit. Apart from the large radio dish it can also serve as a refueling station. All tanks are full, it holds roughly 11000 Fuel, 13500 oxidizer and almost 3000 monoprop. At the moment there are 5 out of 6 Kerbals aboard. The shuttle can carry 8 so they can all get home safely in case of emergency. -
I found something that could be a very inconvenient bug. I build a shuttle in the SPH from mainly B9 parts and powered it with the low profile B9 engine. So far so good, it took off from the runway as expected and was easy to handle. After transferring it to the VAB (and changing 'type = SPH' to 'type = VAB') and launching it 'Hermes style' on top of a rocket trouble started, the engine suddenly did no longer get fuel. I changed absolutely nothing on the shuttle. Launched from the SPH on the runway it worked, launching from the VAB on top of a rocket it failed. Edit: I forgot to mention that replacing the low profile B9 engine with a stock version, without changing anything else, resulted in a perfectly functioning shuttle.
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Same goes for Docking Strut. But be sure to take THIS ONE and not the one you find on Spaceport the regular way, that one is bugged.
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NASA-style space shuttle help
Tex_NL replied to TerrificToby's topic in KSP1 Gameplay Questions and Tutorials
Add/rotate engines in such a way your total thrust vector is in-line with the center of mass. Keep in mind that while you're using fuel from the tank your CoM shifts and once you drop the SRB's your CoM AND CoT change. Engine gimbal in KSP is limited and throttle can't be set for individual engines making classic shuttle launches inherently difficult. Sandwiching your shuttle between two boosters or launching your shuttle Hermes style is much easier. -
A bit right from the center of the map is a small dark blue horizontal line. That is the infamous Dres canyon. In .19 I drove a small unmanned rover east to west through it and it was epic. An epic nightmare that is.
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Time warp one munth into the future and you'll have another eclipse. Shouldn't be too hard to time it then. P.S. Welcome.
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Just read the wiki article and you'll know: http://wiki.kerbalspaceprogram.com/wiki/Kraken
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Rubber Band Inc: Caterpillar tracks.
Tex_NL replied to electronicfox's topic in KSP1 Mod Development
Question: How are these going to be powered, electric, fuel/oxidizer or fuel/intake air? -
I love the fact you're working hard to add more content but even in the new .20 version of THSS there are still 3 Kerbals in what is supposed to be an unmanned probe core.
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Watching some of Manley's 'Tony' videos after CalculusWarrior mentioned them (http://forum.kerbalspaceprogram.com/showthread.php/31713-Every-space-station-in-0-20-should-have-this?p=392043&viewfull=1#post392043) I tried to build a Tony plane. The results where not exactly what I expected. One thing led to another until I came up with this unmanned and unpowered 'ghost' After release from the launch clamp it rights itself and floats at about 80 meters at a few m/s all without any keyboard input. If handled gentle it can be steered and stay afloat for, well, a lot longer than I am willing to wait. Ghost of Tony.craft Edit: I've got a 'Ghost' flying around KSC for nearly an hour now and it's still floating. Leaving it on a straight trajectory it very, very slowly descents but by turning it it gains a few meters again.