SofusRud
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Everything posted by SofusRud
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Is Kerbal Safety a Top Priority For You?
SofusRud replied to TheHockeyPlayer's topic in KSP1 Discussion
This poll needs some middle ground for those of us who don´t actively attempt to kill our kerbals but who accept that they did willingly sign up for the program of their own free will and at their own risk -
My Huge Ideas for Campaign
SofusRud replied to LadyAthena's topic in KSP1 Suggestions & Development Discussion
even though weapons are confirmed to never make it into the game, why would you even need dedicated parts for that? Is rigging an SRB to a decoupler really that difficult? -
That's pretty damn clever
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I'm only at 607 hours.
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The changelog states that nosecones now improve stability. How does this work and can anybody confirm that it does?
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The Flavor Text Thread
SofusRud replied to The Error's topic in KSP1 Suggestions & Development Discussion
Suface sample at brown part of Eeloo: Yup, thats dirt -
It really bothers me that I can drive straight through solid boulders at high speed with no consequences. Some sort collision mesh for the ground scatter would be nice (excluding grass).
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The Flavor Text Thread
SofusRud replied to The Error's topic in KSP1 Suggestions & Development Discussion
Science result during EVA around Moho or low Kerbol orbit: "Packing some shades would have been a good idea" -
"There is no science to be done in sandbox mode"
SofusRud replied to PwnedDuck's topic in KSP1 Discussion
Personally I think that the entire science part of the 0.22 update should be in the sandbox, all except the tech tree itself. Even when I'm playing sandbox i want to know what the mystery goo is doing. I want to know how many science points I get from doing whichever experiment in whatever location, if for no other reason than the fact that it's interesting to me -
"Atmo" = atmosphere "a Chokingbird" = an SSTO spaceplane flaming out in high atmo "RUDing" = dissassembling in an unplanned and rapid manner
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What do you want to see in .23
SofusRud replied to jmosher65's topic in KSP1 Suggestions & Development Discussion
I would like there to be a Kerbal dancing animation. Once I plant a flag, I want Jeb to do a little victory jig. Resources and career mode money would be nice, but those are minor in comparison. -
I have some suggestions: Kærsk Interplanetary Shipping Christania FreeSpace Kpies Affordable Space Vacations Der er en Yndig Booster Jebediah i Knibe! Blinkende Boosters DanFoss Rockeverse Krinsessen på Ant'en I'll think of others later
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I have to say Laythe. For the past month, 90% of my space program's resources have gone towards setting up a very complicated long-term mission there. I'm talking ground- refuel-able UAV roverplanes, a space station, both a 1 and a 2 man SSTO ground-refuelable roverplanes (that weigh less than 13 tons), a sat network that also spans the rest of the Jool system, an ever growing number or reuseable space tugs, and probably a bunch of surface base modules once i scout out some good locations. The oxygen atmosphere and the relatively few flat areas are what makes this planetary body interesting to me
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A small mod that should be stock
SofusRud replied to YoshiFan501's topic in KSP1 Suggestions & Development Discussion
I am all in favor of this. One mission was nearly ruined because a radially decoupled lander became unbalanced due to the decoupler still being attached to the craft. Having a radial separator would be a wonderful addition. Like the other decouplers it should also come in a couple of different sizes though. +1 -
I'm most excited about Sub-assemblies. been waiting a while for that to become stock
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Designs for a Heavy (7-10 man) Space shuttle?
SofusRud replied to Carter938's topic in KSP1 Gameplay Questions and Tutorials
add a bunch of reaction wheels. Use them to they'll help you overcome the instabilities of your craft. Of course, depending on the required number, you might want to add boosters to your launcher. That's how I'd anyway -
no option for russian planes?
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I just place them at CoM and have reaction wheels do the rotation part. reaction wheels also compensate for drift when translating
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Mine was a reverse Space shuttle that i built for the heck of it. What i mean by reverse space shuttle is that it takes off like a plane and lands like a rocket, which is the opposite of what the space shuttle did. Wings and a bunch of jet engines would bring it up to about 25km, flying around 1500m/s. then the wings would detach and the SRBs that make up most of the rocket would fire sequentially. I got an orbital flight with this design and was attempting to build a Lunar lander version before i lost my save file. Not sure if it was the most efficient way of doing things though.
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This is an intake air trick i learned. No debug cheats and all stock. I fit 3 ram intakes on a spot that would usually only fit 1, without enabling the part clipping cheat. To do this, place a cubic strut (no symmetry), place a ram intake on the back end of it and another on the front of it. this takes some fiddling. then place it so it looks like its on the end of the tank. Then place the third ram intake on the tank itself. Only now do you use symmetry. I use this on my single jet-engine SSTO, that way it has 6 ram intakes for that one engine and since there's only one it can't spin out.
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Naming scheme for your ships! (0.24 edition)
SofusRud replied to mangekyou-sama's topic in KSP1 Discussion
I name my craft after characters from Lord of the Rings. Actually it's more the i name the vehicle concepts really. For example my Jool probe dispersal craft/space tugs are named "Smaug" with the current version being the Mk-4 -
Long-term Laythe Mission (pic heavy) - ^_^ With Part 45 ^_^
SofusRud replied to Brotoro's topic in KSP1 Mission Reports
awesome story. been a while about lag, Mu said in the latest Squadcast that there's gonna be some major optimization in 0.22 . something like 30% increase in framerate or something, not entirely sure what his exact words were, but you can always find the interview. It's episode 3 i believe