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Everything posted by Tex_NL
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If you don't have the time to fix things. Fine, then you get help from someone who does. If you don't know how to fix things. Fine, then you get help from someone who does. But if you're doing nothing just to take a crap on people. Yes, then you're doing an excellent job.
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Airbrakes wont deploy
Tex_NL replied to Mat2ch's topic in KSP1 Technical Support (PC, modded installs)
Are you by any change using Claws Stock Bug Fix? In the previous version was a bug that could hinder airbrake functionality. And your problem sounds exactly like that. In the current version this issue has been fixed. -
Beginner-friendly aerodynamics model
Tex_NL replied to MalfunctionM1Ke's topic in KSP1 Suggestions & Development Discussion
No. Just NO! First they struggle learning the wrong model. Once they have mastered that they will have to unlearn it and struggle with the correct model. That makes no sense and is overcomplicated. Much easier to learn the correct model from the start. The 'new' model isn't more or less difficult than the 'old', it's just different. It's not rocket science. ... Oh, actually it is. -
The maximum acceleration is irrelevant. 100m/s2 or 0.01m/s2 the end result will be the same. What does matter however is how long you can maintain that acceleration. The dV. Even a tiny Ant engine can move an E class asteroid with enough fuel. It just takes an eternity.
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Few weeks back I build an X-Wing. (http://forum.kerbalspaceprogram.com/index.php?/topic/27292-what-did-you-do-in-ksp-today/&do=findComment&comment=2326720). Today I tried my luck at building a B-Wing. Like its movie counterpart it's very manoeuvrable. Just don't expect it to fly in the direction you want. Admiral Ackbar was right: "It's a trap!" It's a flying death trap! 100% stock and 100% deadly ... for the unfortunate pilot.
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Don't forget TweakScale. You'll need it for those insanely large RCS nozzles. Comparing them to the shuttles they are at least 5 metres in diameter.
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KiSS(Kerbin international Space Station
Tex_NL replied to Abhishek Adhikari's topic in KSP1 Mission Reports
Sorry, but this is incorrect. [F2] hides the HUB. [F1] takes the screenshot.- 14 replies
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- space station
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Kerbin ´´Space Ring´´ Chalenge
Tex_NL replied to prorokbmx's topic in KSP1 Challenges & Mission ideas
Just don't shoot yourself, or anyone else for that matter, in the foot. -
Kerbin ´´Space Ring´´ Chalenge
Tex_NL replied to prorokbmx's topic in KSP1 Challenges & Mission ideas
Even IF this was supposed to be a serious challenge it is simply NOT POSSIBLE ! ! ! First of all a station that big will take a ludicrous part count. I seriously doubt any customer PC can manage. Secondly KSP has a physics range of IIRC 2,3 km. Objects can physically not be bigger than that. KSP's smallest body Gilly has a 26 km diameter. Unless maths have changes since I left school that's more than 10 times KSP's physics range. And thirdly besides the physics limitations there is a real life issue, which is also relevant to KSP, that makes ring stations like this impossible. The combined centre of gravity would be in the centre of the ring. The centre of the ring has to be at, or at least be very close to the centre of the body you're orbiting. Making it not orbit the body but drift away. -
I will TRY TO DO A 6000m\s JET SPEED RECORD !!!!
Tex_NL replied to prorokbmx's topic in KSP1 Challenges & Mission ideas
You're using RAPIERs. You might actually be able to achieve your target speed. Closed cycle rocket mode? Could be possible. Air breathing jet mode? Never! -
How low is atmospheric flight?
Tex_NL replied to THobson's topic in KSP1 Gameplay Questions and Tutorials
AFAIK your Ap must be inside the atmosphere. For Eve that means below 90km. -
Floating boulders are a common glitch. Terrain scatter has been WIP for several years now. Work In Progress? Yeah right. Work On Halt you mean.
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Not sure if this still functions in 1.0.5 but BurnTogether made some excellent formation flying possible.
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Minmus has a sidereal rotation period of 1 day 5 hours 13 minutes 20 seconds (KSP wiki). In that time it will rotate once around its own axis. In one complete rotation you will pass under your mothership's orbit exactly twice. However that does not mean that at that exact moment your ship will actually be directly overhead, it might be on the other side. Your mothership being on the other side does not need to mean you can not launch and rendezvous. Simply launch when you pass underneath the orbital path, make sure you launch in the correct direction. You do not want to orbit at 180degrees with your target. And rendezvous just like you would around any other body.
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I changed jobs in May this year. I hope your change will be as positive an impact on your life as it had on mine.
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Halley's comet is a very well known object. Its trajectory is known in great detail. If it would pose any risk in the future, either in 2061 or after we would know it. On a more serious note. If ANY object was discovered that would pose a thread to earth you'll learn about it through reliable media, NASA, SETI and the likes. Even your local 18:00 o'clock news is more reliable than some random websites. Phil Plait, the 'Bad Astronomer' recently wrote a blog about a very similar subject: http://www.slate.com/blogs/bad_astronomy/2015/12/21/asteroid_2003_sd220_passes_earth_on_christmas_eve.html. You may find it interesting.
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Unable to complete contract
Tex_NL replied to vpeonix0407's topic in KSP1 Technical Support (PC, unmodded installs)
Just reloading your quicksafe won't help. You have to shut down and restart KSP. THEN return to your craft. -
Nobody is forcing you to accept a contract. If you're not confident you can complete it, don't accept it. And you might not have the skills/capabilities yet to take tourists. The advance payment you get for accepting the contract might allow you to get there sooner. You are totally free to delay contracts for a while.
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Let's assume it is not a scam. You say you're adopted and you know nothing about your biological family so his claim might very well be true. Something convinced him think he's your (half)brother. If he can't/won't tell you why he thinks that way you know what to do, right? But remember, even if he actually who he says he is, you don't owe this guy anything. You just met him. And if something sounds too good to be true is usually is.
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[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
Tex_NL replied to Nils277's topic in KSP1 Mod Development
Are you sure you've looked in the correct places? Not all parts are listed in the same part category. Some are structural, some are utility and others are science. They are literally spread all over the place. If you installed KPBS correctly (and I assume you have since you see at least some of it) all parts are there. -
Default throttle position to full ?
Tex_NL replied to Kevin Kyle's topic in KSP1 Suggestions & Development Discussion
But I want it at 0% on roll-out and 100% on launch. The ultimate solution is incredibly simple. And I am surprised people here have not come to that conclusion yet. Every other default throttle thread reached consensus fairly quickly. Give the user the ability to change the default throttle. Add a slider in an advanced settings menu. Now you can have what you want and I can have what I want. Problem solved. -
1/4 of Americans Do not Believe Earth Orbits the Sun
Tex_NL replied to fredinno's topic in Science & Spaceflight
Earth isn't flat. It's as round as a pancake. -
Thanks for the quick reply. And for the pin of course.
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Can http://forum.kerbalspaceprogram.com/index.php?/topic/127403-frequent-questions-and-their-obvious-answers/ be moved one level up from "Gameplay Questions and Tutorials > Tutorials >" to "Gameplay Questions and Tutorials >"? There it might get a bit more exposure to answer a few more questions before they get asked.
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Default throttle position to full ?
Tex_NL replied to Kevin Kyle's topic in KSP1 Suggestions & Development Discussion
It gets discussed from time to time and has a mod fixing the issue. So yes, it is a problem to a significant portion of the KSP players.