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KSP2 Release Notes
Everything posted by Tex_NL
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It's probably going to be a wet/grey Christmas as usual. If I ever get the desire for cold, the freezers at work are set to -20C (-4F). But the circulation in my left hand is crap due to an injury a few years ago so I prefer not to spend more time in there than is absolutely necessary.
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The Probodobodyne OKTO2 Solar Speed Challenge
Tex_NL replied to Triop's topic in KSP1 Challenges & Mission ideas
The grass is a fairer surface than the runway. The first part of the runway is actually downhill ever so slightly, the last part goes uphill. The grass is flat all the way. Besides that, the runway is too short to push out that last 0.1m/s you'll need to qualify as #1. -
The Probodobodyne OKTO2 Solar Speed Challenge
Tex_NL replied to Triop's topic in KSP1 Challenges & Mission ideas
11.3? How hard am I allowed to laugh? 46.5m/s! Update: 53.1m/s! Update2: With a minor redesign I briefly did 53.3m/s but was not able to capture a screenshot (yet). -
Even action heroes get old.
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Seriously people? The guy asks about MechJeb and NOBODY even bothers to provide him with a link? Download it, try it. And you've got your answer. If you don't like it, uninstall it. Nothing gained, nothing lost.
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Relay antenna no antenna?
Tex_NL replied to rudi1291's topic in KSP1 Technical Support (PC, unmodded installs)
It does not have to be 'designed' after accepting. The contract ONLY looks at the time it is 'launched' to the runway/launchpad. -
A few years ago I had the privilege to see them live on stage at the Parkpop festival in The Hague. They may not be the best musically but their performance life on stage is without equal. The Memphis Maniacs are the undisputed "Masters of the Mash-Up". If you ever get the chance to see them ... Go! You will NOT be disappointed. One moment you'll be singing along with an 80's classic, the next you'll be headbanging. And without even realizing you'll be jumping around on some happy hardcore. https://www.youtube.com/user/MemphisManiacs
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Relay antenna no antenna?
Tex_NL replied to rudi1291's topic in KSP1 Technical Support (PC, unmodded installs)
The HG-5 should be recognized as antenna. But are you sure you launched this probe AFTER you accepted the contract? (Launching in this case means 'place on runway/launchpad'. Not the actual lift-off.) -
You can barely be more wrong. The number of contracts has NOTHING to do with mods. Go to ../GameData/Squad/Contracts/. Back-up and then open the file Contracts.cfg. Look for the line that says AverageAvailableContracts and increase the value.
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Tex_NL replied to sirkut's topic in KSP1 Mod Releases
So for once autostruts are not to blame? I must admit I am surprised. -
Question about drilling and converting
Tex_NL replied to gilflo's topic in KSP1 Gameplay Questions and Tutorials
Move tanks around and try again. Draw fuel lines and try again. Experiment ... and try again. -
A lot of people warned Squad NOT to port to console. They were afraid a port would not work and the poor release would lead to a lot of bad press. History speaks for itself. Best way for Squad to safe face is to force FTE to reimburse ALL console players (after all it is FTE that failed, not Squad) and put a complete halt to this ill-fated console adventure once and for all.
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Do Weather RIGHT
Tex_NL replied to ZooNamedGames's topic in KSP1 Suggestions & Development Discussion
Sailing ships are nice but when weather is done REALLY right wind and mountains will generate up-drafts making sailplanes a viability. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Tex_NL replied to sirkut's topic in KSP1 Mod Releases
[Alt]+[F12] to open the debug menu Click Physics in the left hand menu. Tick the box that says Visualize Autostruts. The orange lines that appear are the autostruts. Right click a part the enable or disable an autostrut but keep in mind that for wheels autostruts can never be disabled. -
Question about drilling and converting
Tex_NL replied to gilflo's topic in KSP1 Gameplay Questions and Tutorials
Build a craft the way you think it should work. Launch it to the runway or launchpad. Deploy the drill and activate the convertor. Does it work? Then you have your answer. Does is not work? You still have your answer. Revert flight and move some pieces around and try again. Now you know what does and does not work. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Tex_NL replied to sirkut's topic in KSP1 Mod Releases
Go into the debug menu [Alt]+[F12] and visualize the autostruts. Autostruts are automatically set from the wheels to the heaviest part impeding all movement between them. I am pretty sure there are autostruts between your tracks and your cockpit (or a part very near to it) that prevent you from raising and lowering your crane. Autostruts are evil. They are the spawn of the devil. Use them with extreme caution and prejudice. -
Do Weather RIGHT
Tex_NL replied to ZooNamedGames's topic in KSP1 Suggestions & Development Discussion
ROFLMAO You could make the orbit highly elliptical to 'create' seasons but since some people here already have difficulties with a small inclination .... -
Do Weather RIGHT
Tex_NL replied to ZooNamedGames's topic in KSP1 Suggestions & Development Discussion
You're already changing orbits and tilting planets. Titling one planet or a dozen, it's just numbers. Once you've done one it should only take a few minutes to do them all. No it doesn't. (Damn. I am starting to repeat myself.) Launching into plane with Minmus is just a matter of launching at the right heading at the right moment. Lining up your parking orbit to go interplanetary would be just as easy. If you can do it for Minmus you can do it for Duna, Eve or whatever. And besides that, unless you're many degrees of equatorial your initial parking orbit around Kerbin has very little effect on your orbit in interplanetary space. -
Do Weather RIGHT
Tex_NL replied to ZooNamedGames's topic in KSP1 Suggestions & Development Discussion
Clouds are relatively easy. EVE already does a very nice job. And wind does not need to be much harder. All wind basically is is a sideways force applied to your craft. Add an information layer that defines direction and force dependant on altitude and Bob's your uncle. Rotate this layer in conjunction to the cloud layer around Kerbin and you'll have a reasonable approximation of weather. No it doesn't. Launching from a tilted planet is EXACTLY the same as from a non tilted planet. What you're thinking of is the inclination of Mun and Minmus. If Mun and Minmus stay in the same inclination relative to the equator as they are now NOTHING will change within Kerbins SOI. -
Do Weather RIGHT
Tex_NL replied to ZooNamedGames's topic in KSP1 Suggestions & Development Discussion
Clouds stock and weather as a difficulty option? You've got my vote! -
Eve drop pod for Rover - keep exploding
Tex_NL replied to Jestersage's topic in KSP1 Gameplay Questions and Tutorials
Add a small tank and some rockets. Do a retro burn and try to bleed off as much speed BEFORE hitting atmo. Then drop the retro stage. 1+1=2 It isn't that difficult.