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Everything posted by Tex_NL
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You're correct. B9 Aerospace contains invisible struts. Welding could be an option but you could also consider Kerbal Joint Reinforcement. With KJR you might not need struts at all.
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a very rare event this week-end: super-moon eclipse
Tex_NL replied to goldenpeach's topic in Science & Spaceflight
"This weekend" is a pretty broad concept. It could be useful to mention the exact night of the eclipse. Just mentioning the time could cause people to miss it by 24 hours. It's the night from September 27 to 28. Sadly I'll have to get up early the next morning (like everyday). No bloodmoon for me. -
Have you checked Aviation Lights?
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you can rename vessels from the tracking center!
Tex_NL replied to peachoftree's topic in KSP1 Discussion
You say mind = blown? I say face = palmed! This has been discovered, mentioned, discussed and asked literally dozens of times over the last few years. The only thing mindblowing about it is the fact so many people don't know about it. -
Are you honestly saying you've never heard of a DeLorean DMC-12? You barbarian! In design it was decades ahead of it's time. But in performance it was hopelessly outdated even before it rolled off the production line? But that aside it was immortalized as the time machine in the Back to the Future movies.
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I'd probably go for either the Millennium Falcon or Ebon Hawk. But I'll settle for Serenity if either of those aren't available.
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OK, that explains a lot. And yes, the link does work for me. But ... the link you posted BEFORE you edited your post did not.
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Just wondering: What's the point of one mod removing a malicious link and a second mod posting a link that indirectly shows that same malicious link again?
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New Maneuver Node Editing Tool
Tex_NL replied to Alshain's topic in KSP1 Suggestions & Development Discussion
Not if it works to augment the current system instead of replacing it. It should still be possible to edit the node just like we do right now. -
New Maneuver Node Editing Tool
Tex_NL replied to Alshain's topic in KSP1 Suggestions & Development Discussion
You've got my vote on this one. The current manoeuvre node is one of those things that really needs to be improved. This would be an ideal solution. -
In-system transfer at escape velocity
Tex_NL replied to NFunky's topic in KSP1 Gameplay Questions and Tutorials
Either you're doing something terribly wrong or you're describing it terribly wrong. If you could post some screenshots of your map where things are going wrong we might be able to see what's the problem. -
In-system transfer at escape velocity
Tex_NL replied to NFunky's topic in KSP1 Gameplay Questions and Tutorials
Easiest (and cheapest) way to get to a Minmus polar orbit is to first launch into a low Kerbin parking orbit. Time your launch and angle correctly to end up in the same 6degree plane as Minmus. Plan and execute your transfer burn like normal. Perform your plane change as soon as you enter Minmus' SOI. High above the surface a plane change is incredibly cheap. Circularize at Pe. -
The logistics required to build one make them all but impossible. Any civilization that can spare the resources can easily colonize other star systems.
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Click bait! How long have they been searching? It's like scooping a bucket of water from the ocean, not seeing any fish and concluding it's devoid of life. SETI has been searching and listening for decades and still found nothing. Absence of proof is not proof of absence.
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Why should i use spaceplanes?
Tex_NL replied to Gooru's topic in KSP1 Gameplay Questions and Tutorials
Since when can't I use MechJeb to launch a plane? Who told you that nonsense? Why would you use spaceplanes? You're right about a relatively limited payload. However that is compensated with recoverability. SRB's and fuel tanks are cheap. The plane itself can be recovered on the runway for a full 100% refund making them very economical. And I did say a relatively limited payload. My largest shuttle can lift about 90 tons. You can build a Mun capable craft that weighs less. -
Left or right hand? I'm a bit between right handed and ambidextrous. Normally I'm right handed but according to some people I do certain things exactly how a lefty would do them.
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Top right: Settings Mid left: Edit Signature http://forum.kerbalspaceprogram.com/profile.php?do=editsignature And a link you might find interesting: Forum FAQ – Answers for New Users
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Exactly. What is consciousness? We can't see it, we can't measure it. We can't even without a doubt proof it exists.
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where is the multiplayer?
Tex_NL replied to Talavar's topic in KSP1 Suggestions & Development Discussion
Personally I hope multiplayer is somewhere on the back burner in a nearly forgotten corner. Don't get me wrong, I'm not against multiplayer. It could be a lot of fun as long as you play on small servers with a limited amount of people. Massive servers would invite too many 'complications'. For now SQUAD should stay focused on actually finishing the core game. It's still lacks many features, is full of bugs and memory leaks and is barely optimized. -
Who needs green hair when you can BE green?
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Shuttle won't fly straight.
Tex_NL replied to Frozen_Heart's topic in KSP1 Gameplay Questions and Tutorials
In my opinion the Big-S has never been Big-S enough. It looks to me like you need either more wing or less fuselage. TweakScale would help in scaling up the wings. -
Help with corrupted saved game file
Tex_NL replied to dboi88's topic in KSP1 Technical Support (PC, modded installs)
Depending on your quicksave behaviour this might cause you to loose the last few hours of your game. But since you'll have to choose between loosing a few hours or loosing everything I'll assume that won't really matter. Just to be safe back-up your entire saves folder. Delete the file persistent.sfs Copy and rename quicksave.sfs to persistent.sfs Start you game. -
Yes, it's heavily TweakScaled. To give you an idea of scale, the cockpit, tail fins and Rhino engines have not been TweakScaled. For details on how it was launched check the link to the original post.