-
Posts
4,124 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Tex_NL
-
This is an excellent example how at least part of a craft can survive a high speed land impact. The same landing on water would guaranteed have been fatal. P.S. If you don't know where the term 'rendered speechless' comes from. Now you know.
-
Pictures of your plane could be useful. 70 to 80 m/s is rather high. I usually land my planes at that speed and prefer them to be able to fly significantly slower than that. You could try adding some more wing surface. If you tend to overshoot the runway you obviously started your landing sequence too late. Start earlier and don't aim for the spot you try to land. Instead aim for a spot slightly in front of the runway. That way you'll end up on the runway when you flare (pull up) the nose of your plane. In contrary to real life land is more forgiving than water. A rough landing on land will most likely break your craft in several pieces but many will survive. A rough splash-down will most often result in a total loss of craft and crew. Edit: Ninja'd. Once again I took too much time to be clear.
-
Exactly. One star? Five stars? Who fragging cares? I pity the poor, sad little lad whose world revolves around a thread rating.
-
I'll actually be surprised if they DO make that Christmas target.
-
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
Tex_NL replied to Nils277's topic in KSP1 Mod Development
If you have KIS/KAS setting up a nice drilling rig doesn't have to be clumsy. Place a foundation, add a girder and one or more drills. Connect it to your refinery and Bob's your uncle. -
True, some things have changed. Most notably the aerodynamics and a some engine tweaking here and there. But the basic theory is still the same. The most important thing that has not been changed is the sheer amount of very useful tutorials that can be very easily found if you actually bother to look for them.
-
How do i turn my plane?
Tex_NL replied to MajorGosnell's topic in KSP1 Gameplay Questions and Tutorials
I am not mad about ANYTHING! It's just that basic plane design has absolutely NOTHING to with KSP but instead with simple physics. And if you can't even figure out what a real life plane LOOKS like and how it works then no, I am not going to help you. -
This is one of those classical dead-give-aways. I've been thinking about this so often that I am surprised it, as far as I know, hasn't been suggested before. (And also a bit ashamed I didn't do it myself.) Keys 1 to 4 are currently used for the translation and rotation tools. Those can easily be moved to F1 to F4. Actions that can not be physically performed in the VAB/SPH like activating engines of performing science could be displayed by colour highlights.
-
How do i turn my plane?
Tex_NL replied to MajorGosnell's topic in KSP1 Gameplay Questions and Tutorials
Compare your 'plane' to a real life plane. Where is your vertical stabilizer? Where are your control surfaces? You only have pitch control but no roll and yaw. -
True. For a large part we eat with our eyes and our minds. Even if some protein paste contains all the energy and nutrients we need it will get boring pretty fast. However here in the Netherlands (other countries probably have something similar) we have a proverb that says: "Honger maakt rauwe bonen zoet." Hunger turns raw beans sweet. If you don't have any other options you will eat anything.
-
Auto trajectory and purpose for pilots
Tex_NL replied to fireblade274's topic in KSP1 Suggestions & Development Discussion
If you mean something like MechJeb's manoeuvre planner I totally agree with you. (I am not talking about autopiloting that manoeuvre, just creating and setting up the node.) -
If Kasper can't do it himself I am certain he knows who can. But he might want to see some documentation of your real date of birth.
-
It will take a while but this could be interesting. Read all about it at startrek.com.
-
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
Tex_NL replied to Nils277's topic in KSP1 Mod Development
Hmm...a drill for the base-profile and a modular replacement for the corridors Double size KIS/KAS container -
I am seriously NOT surprised your rover is unstable. The only thing that does surprise me is that you don't see the problem. Your rovers wheelbase is WAY too narrow. Your rover needs to be wider or lower. Preferably both. Edit: Ninja'd
-
Did I just destroy 2 weeks of work?
Tex_NL replied to Graveworks's topic in KSP1 Gameplay Questions and Tutorials
Next lesson: You don't need to edit your save to add/subtract funds, science or reputation. In the space centre screen press and hold Alt + F12 (you'll know when it's long enough). -
Obviously heavily modded but it still has all the standard components: power, drills, refinery and storage for ore and fuel.
-
Today had a rather weird start. All Hallows Eve of course is a religious event everywhere but the 'traditional' Halloween isn't celebrated here. And neither are pranks like egg-ing or TP-ing somebodies house. We do have similar prank traditions here but those are still half a year away at Pentacost and therefore also not related. This morning my neighbour knocked on my door slightly upset after she came home from walking her dog. She had left through the front door and came back through the rear and found what can only be described as a voodoo doll, including nails piercing head and eyes, taped to her door next to a hand print in blood red paint. It was directly meant for her since her name was written on it and no other houses received the same treatment. Her ex has been bothering here for some time now so I advised her not to touch it and call the police. While she was on the phone I started taking pictures. About ten minutes later two cops arrived and fortunately took the threat pretty serious and took everything with them in evidence. Too bad I didn't spot the culprit. Let him put his money where is mouth is and take me on instead. I guess I'll be calling him an ambulance before I'll call the police.
-
Did I just destroy 2 weeks of work?
Tex_NL replied to Graveworks's topic in KSP1 Gameplay Questions and Tutorials
As usual F5 is your friend. Before important, difficult and/or risky events it's always best to make a named quick-save with Alt + F5. (Load a named save with Alt + F9 instead of the regular F9.) Kerbal Alarm Clock is not only useful to keep track of multiple missions it also makes saves when switching vessels. This feature can really save your bacon. -
Only about a few dozen times. As I understand it body-less SOI's cause nasty side effects. You're correct by saying ever lower orbits require ever higher orbital velocities. But as you approach zero altitude your velocity will approach infinity. Infinite velocity is an irresistible lure for the Kraken.
-
You might also be interested in Taurus HCV
-
Tips on undersizing engines?
Tex_NL replied to Streetwind's topic in KSP1 Gameplay Questions and Tutorials
My Mun/Minmus landers are usually pretty simple: Mk2 Lander-can, Rockomax X200-8 and powered by just a single LV-909 "Terrier" More than enough to land and get back to orbit. The Poodle is slightly more efficient engine but weighs more than three times as much. The weight difference more than makes up for the slightly lower ISP. -
Scientists in the Lab- do they 'stack'
Tex_NL replied to FlyingPete's topic in KSP1 Gameplay Questions and Tutorials
Scientist don't only stack in the lab, they stack in the entire ship. Of course you'll get the best results when they are in the lab but additional scientists in other parts also contribute. Only 15 per day? I average around 50 to 80 with just 4 3star scientists. (But I did edit the lab to hold 5000 data/science instead of just 500.) -
Don't target a flag directly or you'll risk landing on top of it, toppling your lander.