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KSP2 Release Notes
Everything posted by Tex_NL
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Looking at the first three pictures I thought: 'Wrong thread. That's no rover, that's a lander.' Until I saw that little animation. Using landing legs to walk. How in Jools name did you come up with that idea. Fragging brilliant!
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Mechjeb: why limit to 40m/s acceleration?
Tex_NL replied to Spektyr's topic in KSP1 Mods Discussions
It's 40 m/s2, not 40 m/s. There is a square over the s. Regular Earth (and Kerbin) gravity is 9.81 m/s2, AKA 1 G. Most people, and presumably Kerbals, start passing out at a sustained acceleration past 4 G. Limiting acceleration to 40 m/s2 prevents GILOC (G-Induced Loss-of-Consciousness), keeping them awake and able to pilot your rocket. -
Balancing a shuttle
Tex_NL replied to Pixel of Life's topic in KSP1 Gameplay Questions and Tutorials
I 'borrowed' your design and build a very similar looking shuttle. Mine works perfectly so your basic design should be able to fly. How did I do it: 1: I build the shuttle in the SPH and went for a test flight. 2: Exported the shuttle from SPH to VAB. (.craft copy/save) 3: Added boost stages in VAB. 4: Launch to orbit. After flight balancing in step 1 step 4 can be tricky. Form experience I've learned to launch shuttles flying 'knife-edge' (e.g. one wing pointing up, the other pointing down) instead of level flight. Flying knife-edge causes the wings to loose their lift and no longer interfere with the launch path. -
Since I can only choose 1 option I opt not to vote. I am looking for pretty much all of the above. But one of them stands out a bit more then all the others: resource mining. I look forward to that with both anticipation and fear. Anticipation speaks for itself, it finally gives you a reason to actually go somewhere. But I truly fear it could possibly ruin the entire concept of KSP and turn it into a glorified gather-refine-build-gather-refine-build RTS. And be honest; the entire RTS concept had it's glory days in the mid 90's with Dune 2, Warcraft 1 & 2 and the first Command & Conquer. So I ay to Squad: Please, please, PLEASE don't turn this awesome game into yet another RTS!
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http://forum.kerbalspaceprogram.com/showthread.php/17168-What-not-to-suggest
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Indeed I did use quite a lot of part clipping to build my X-29. There wasn't any real option to achieve that design without it. And it flies like a dream. It flies stable without SAS but it reacts a bit fast to the controls. SAS damps this and makes it a lot more friendly.
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You don't need to make a suggestion for that. As Richy described; what MechJeb is doing is nothing more or less than orienting your ship to markers already in the game. You simply need to toggle the correct nav-ball setting to make them visible.
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That's one way to shoot down a lead balloon. Solution: Add a kethane drill and scanner, replace fuel tanks with kethane tanks and replace jets with kethane turbine.
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[WEB APP] Ribbon Generator [1.1.2] [ABANDONED]
Tex_NL replied to Moustachauve's topic in KSP1 Tools and Applications
I know you guys are not in the habit of adding each and every suggestion but I might have an interesting one: "Circumnavigation. Either by land, water or atmosphere." Perhaps a circle around the orbit badge? -
That new and improved MapSat looks great. I can't wait. I believe what Deadshot means with 'day/night' is similar to what you see on the image below. The 'shadow' is an extra layer on top of the map that is moved along with the planets rotation.
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Can I swap pods? merge rocket designs?
Tex_NL replied to RuBisCO's topic in KSP1 Gameplay Questions and Tutorials
You can not change the root part of any build. But with a mod like Subassembly Saver / Loader you can save pieces of your designs allowing you to load them again in a fresh build with a different root part. -
Is there/should there be an SAS that can be overriden with key presses?
Tex_NL replied to Kerbface's topic in KSP1 Discussion
Or use MechJeb's 'Kill Rot. Basically an ASAS but it still allowes you control. -
Interested in a Grumman X-29?
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Check out this link. It explains a lot.
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I guess this says it all:
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Indeed. Hauling up empty tanks is a waste of fuel. Better USE the fuel to get it into orbit.
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Believe it or not but that monstrosity went up in one single piece: This is what I meant earlier by using Damned Robotics and docking them all together. I used 2 slightly different versions; Dish A and Dish B. Dish B has it's dish and robotics rotated 90 deg so all dishes stay perfectly aligned. P.S. This idea actually gave me a reason to go back to my Mun Arch Station on the dark side of Mun. There are a few brave Kerbals there I haven't seen in a long time.
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I might have a nice solution to question #2: Damned Robotics. Equip all your sub assemblies with a DR rotator and hinge and dock them all together. If you set things up right you can all rotate and tilt them together. This was my OLTA, Obscenely Large Telescope Array back in .18
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IIRC it's 1800m. Simply drive a rover all the way to the end and check your flight log for 'distance over ground'
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I love this mod. So many new parts to play with. Thanks to B9 and Firespitter I created this 100% nuclear-electric little critter. (Reactors and batteries clipped inside the tail section) And this Vulcan Bomber replica. Which brings me to the real reason for posting. My Vulcan misses one part: a bomb bay. I'd love to see S2 sized cargo/bomb bay parts.
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Firespitter has airbrakes. Got them on a few of my planes and once fully deployed it's like dropping an anchor.
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You can target something that is orbiting the same thing as you are but not the body you're orbiting. This is not a bug, it is just the way it is.
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Firespitter is your answer. It has electric props and chopper blades. With a good supply of PB-BUK's and a few batteries you can go forever. I've got planes just like this one on both Duna and Eve (Yes, it's landed on top of the SPH): And this sleeker manned version is zipping around KSC (batteries and reactors all hidden inside the tail section):