SofusRud
Members-
Posts
368 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by SofusRud
-
They be my primary mode of propulsion, baby
-
This is based off of what i've seen from the tweakables in KerbalKon. Basically I am suggesting a button on the context menu when tweaking the fuel load in the VAB. Everything in KSP is based off of a very precise Fuel-to-Oxidizer ratio, get it wrong and you end up with an excess of either. Now, lets say I wanted to launch a half-full Jumbo tank. I would slide back the amount on the context-menu, but would be hard pressed to get it exactly right, which means that I'll be carrying dead weight. The "hold Ratio button" would lock the fuel and oxidizer, so that i could just dial back on one slider and the other adjusts accordingly. This also has the advantage of letting me lock it at other manually set ratios, should i want that.
-
I totally favor this. The lack of a small-sized reaction wheel has practically killed my space-bike program. probe cores are too weak, and the whole point of a space-bike is that it is not just a probe with a seat dammit! I had tried to suggest this back before 0.21, but it just got shrugged off by people who assumed that just because it was in KSPX then it would probably be added very soon. Well it hasn't, and its just one of those small part additions that are needed to close a few gaps, radial drogue chutes being another example of the same thing. So...+1 for this suggestion
-
The shared .23 release features news thread.
SofusRud replied to Tidus Klein's topic in KSP1 Discussion
No, no indication of tweakables allowing you to change how engines work. -
More voting for kerbal please! Indie Top 100 list.
SofusRud replied to Monkeh's topic in KSP1 Discussion
Voted, although how The Stanley Parable got into that category is beyond me. -
You take that back! You take that back right now!!!!
-
call it a Buran shuttle and you can keep the Mainsail
-
How to purposefully collide 2 spacecraft
SofusRud replied to capran's topic in KSP1 Gameplay Questions and Tutorials
I believe the changes he's referring to are either floating point errors or center of mass moving. also remember that loading distance is 2.5 km, and when travelling in opposite directions that literally gives the game less than a second to make the calculations, which can result in the craft glitching through each other. To compensate, I recommend that you do the collision at a much higher altitude, giving you lower orbital speed, perhaps between the Mun and Minmus -
you could save some weight by switching the ASAS unit for a normal in-line reaction wheel
-
I have had good results with a design consisting of 4 turbojets and a singel skipper. The skipper has 3/4 of a red tank and the jets are in pairs with a mk2 fuselage and the mk2 adapter fuselage. I can get it up to 1450 m/s on the jets before i switch over, got into orbit with half of the skippers fuel left. the craft transports 6 kerbals and manages to be under 100 parts. definetly recommend going big and going with the skipper engine
-
Need a Name For a Shuttle, Anyone Have Ideas?
SofusRud replied to sidewinder147's topic in KSP1 Discussion
Winged Brick -
I suggest building a craft that can get into orbit at half-throttle (or less) with an almost immediate gravity turn on Kerbin. If you also have wheels to drive to a higher elevation then you should be all set. It's what I did
-
Still having this problem, no struts connecting on any subassemblies, and its really killing my efforts to standardize my launchers.
-
What kind of planet would you want in KSP?
SofusRud replied to LtHeckard's topic in KSP1 Suggestions & Development Discussion
Planet with a system of moons, one going retrograde. Or a planet going retrograde around Kerbol, with an atmosphere so you can aerobrake there -
Jool's atmo isn't oxygen, you can't fly jets there
-
Its a 150ish part lifter.
-
I have noticed that the new subassembly system doesn't seem to place the struts that should otherwise be in the subassembly. As you can imagine, this has dire repercussions for giant lifters that need the structural integrity that struts provide. Has anyone else had this problem and if so, how can it be remedied?
-
My guess is SSTO fanatics
-
Struts detach when you decouple. In the beginning i assumed that they didn't and had all my struts mounted on radial decouplers
-
If you think about it it makes sense, if every point on the orbit is the same then the apoapsis and periapsis must be simultaneously everywhere on the orbit and opposite each other, so its no surprise it goes all squiggly
-
large science piece
SofusRud replied to HafCoJoe's topic in KSP1 Suggestions & Development Discussion
I agree with having a large science part, the size of a Hitchhiker. I also think that a apart from a huge load of electricity that it should require a minimum crew, say two, in order to operate. It should also be much heavier than a Hitchhiker, in the 10-18 ton range, for the sake of gameplay balance. I disagree with the timed reports thing though -
0.22 The Kerbal could use a sampler
SofusRud replied to MOhon's topic in KSP1 Suggestions & Development Discussion
I believe I saw an animation a while back of a Kerbal picking up a rock. i think that's what you're talking bout. I guess they just haven't gotten round to adding it, that's kinda what happened with the Hitchhiker IVA -
[Quick-thread] Favorite Feature Added in an Update?
SofusRud replied to Simmer22's topic in KSP1 Discussion
i really like the girders that they added in 0.19. Those are nice Docking is a close second -
i agree, but why limit it to after landing? we ought to have the ability to lock before landing, basically reproducing the rigid landing legs of before the update. I only say this because docking two landed vessels is the cornerstone of my reusable Laythe SSTO and exploration plane programs. without i can't refuel on the ground +1 to the suggestion