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Everything posted by Tex_NL
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MechJeb can be extremely accurate. I have had MechJeb literally knock off solar panels of targeted craft. In other cases MechJeb struggled to land within a few hundred metres. I get my best success by entering the coordinates of an area known to be clear (walk a Kerbal to a clear area, switch to map and call up the info screen to write down the coordinates) instead of targeting a surface base. But I always keep RCS at the ready to make final adjustments in case MechJeb is off.
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My Minmus outpost is steadily growing.
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Landing accurately from Kerbin Orbit
Tex_NL replied to Neves's topic in KSP1 Gameplay Questions and Tutorials
This frequently recurring issue does not have a single 'quick fix' answer, it greatly depends on altitude, attitude and craft design. The only way to find a working answer is practice, practice, practice. F5 & F9 are your friends. Know where on the map KSC is located and remember where you made your burn and how far you dropped your Pe. If you come short burn later, if you overshoot burn earlier and if you burn up you've dropped your Pe too low. -
Is there a mod that will let engineers repair solar panels?
Tex_NL replied to BudgetHedgehog 's topic in KSP1 Mods Discussions
Not as far as I know. But an engineer can replace them with KIS/KAS. -
Fairings and why would they need to be closed?
Tex_NL replied to WooDzor's topic in KSP1 Gameplay Questions and Tutorials
and this although there are not parts sticking out or even close to, below or above the fairing: http://i.imgur.com/fMajYRx.pngI don't get it. Are there any techniques that can be used to fix that? You've pulled the fairing up too high. It should only just touch. Look for the fairing text to turn blue. That's the point where you can lock it to be an interstage fairing. -
Mobile Processing lab question
Tex_NL replied to Beatz0121's topic in KSP1 Gameplay Questions and Tutorials
A small question. Have you tried it in a separate sandbox game yet? Figuring things like this out is really not as hard as you might think. -
http://forum.kerbalspaceprogram.com/threads/24533
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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
I really like this mod. It looks and feels stock and deserves to be stock. But it does lack something. The 20000L container that comes standard with KIS is often just too large, the small 1000L one is too small. The 1200L K&K KIS container suffers the same problem, it's too small to fit certain parts. You already have single and double sized fuel and ore containers. Will there be a double sized K&K KIS container? -
Have you tried clicking his signature yet? It's a link to the mod you're looking for. Never mind what I said. It's another mod . OOPS.
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Is this panel from the 2nd official squad mod (Meteorites) ?
Tex_NL replied to Mapoko's topic in KSP1 Mods Discussions
In case you mean asteroids instead of meteorites then then answer would be yes. -
About the resupply missions in "The Martian".
Tex_NL replied to Exoscientist's topic in Science & Spaceflight
One question is still on my mind. Was it even possible to refuel, resupply or evacuate Colombia? I mean, was it even possible to dock with the ship? As far as I know flight STS-107 did not go to the ISS. If it didn't go to the ISS is safe to assume it didn't carry any docking facilities. After all you don't want to carry unnecessary weight. And evacuating through the vacuum of space requires suits for the entire crew. How many suits did they carry? -
Often graphics is not the limiting factor. KSP is very heavy on physics calculations and until unity 5 is limited to a single thread. It's much more likely your hitting the limits on your CPU than GPU.
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Adding more money at the start
Tex_NL replied to Sobriquet's topic in KSP1 Gameplay Questions and Tutorials
Don't bother editing your persistent file. The answer is A LOT easier! 100% fool proof and any idiot can do it: In the space centre screen press AND HOLD Alt + F12 for a few seconds (you'll know when you held it long enough) and you can give/take all the funds, reputation and science you want. -
Lucas may have not written all of it but the Star Wars expanded universe is all officially licensed. It's not a collection of some fanfic.
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40+? 100% guaranteed! 50+? Pretty sure there are more than a few of those too. Just look at the regular streamers. I've seen some pretty deep wrinkles here and there. And those require either a lot of years or some darned hard living.
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These two wiki pages could be helpful: http://wiki.kerbalspaceprogram.com/wiki/Abbreviations_and_acronyms http://wiki.kerbalspaceprogram.com/wiki/Terminology
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Thanks for the link Claw. I was just about to do the same. (I really should update that tutorial to 1.0.X some day.)
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The first is a bit too complex for a flag. The second isn't really Kerbal. I prefer those two old ones:
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What colors might an alien's blood be?
Tex_NL replied to FungusForge's topic in Science & Spaceflight
When it comes to alien physiology indeed all bets are off. Who knows what they look like. But there are a few simple basic rules any complex, intelligent life form must live by. Externally it needs at least sensors to observe and appendices to interact with its environment. Internally it will need structures to relay information from one part to another. Light and electric are fast, chemical is slow. And it will need some method of distributing 'nutrients' through its body. Diffusion is an option but will only work on a small scale. Diffusion on larger creatures will only work effectively with extreme differences in chemical concentration. Some sort of circulatory system, like blood, is the only logical option. -
Starship Enterprise (TNG version) - landable on Earth?
Tex_NL replied to wossname's topic in Science & Spaceflight
Sure. We can all agree a ship that can do 1/4c with ease has more than enough power. The inertial dampers all Federation ships are equipped with stop the ship from being ripped apart during acceleration and deceleration. But does it have the structural integrity to survive the atmosphere? And won't the saucer simply snap off after it has touched down? That big dish must weigh megatons. -
Starship Enterprise (TNG version) - landable on Earth?
Tex_NL replied to wossname's topic in Science & Spaceflight
Aerodynamics are COMPLETELY irrelevant in StarTrek. The majority of crew shuttles aren't even remotely aerodynamic, still they fly. -
Starship Enterprise (TNG version) - landable on Earth?
Tex_NL replied to wossname's topic in Science & Spaceflight
The USS Enterprise, NCC-1701 D never landed on any planet. Maybe it did in a fan made flic but not in any official episode or movie. However in the saucer section was designed to crash land in an emergency as it did in StarTrek 7, Generations. USS Voyager, NCC-74656 is a lot smaller and can land. -
Your problem has nothing to do with the struts. A decouplers only decouples one side! The little red arrow points to the side that decouples, the other side stays attached to what ever it is connected to. What you should have used is a separator. Separators detach from both sides.
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What colors might an alien's blood be?
Tex_NL replied to FungusForge's topic in Science & Spaceflight
So very true Kryten, I didn't even think about other components. Of course many things other can and do contribute to the final colour.