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KSP2 Release Notes
Everything posted by Tw1
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There's something a bit different going on here. Beneath us, a great abyss. Also, go check out the Mk2 IVA mod, it's awesome.
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A source would be nice. Or, official confirmation. But this would be awesome! His mod had so many detailed readouts. The main reason I didn't keep the mod was it mucked up the data from other mods, which expected the old drag model.
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You Will Not Go To Space Today - Post your fails here!
Tw1 replied to Mastodon's topic in KSP1 Discussion
All I did was change the tire! -
What we really need for planes now!!
Tw1 replied to nats's topic in KSP1 Suggestions & Development Discussion
4. This is why I tend to use the landing gear from TT's multiwheels. There are turning ones, so if you're not against adding mods, that's one to think of. Alternatively, you could program engines to toggle with action groups, or add rover wheels in a way that you can steer with them when you retract your front gear. -
Good luck! Mechjeb can show you what to, some use it to learn how to fly manually, once they've seen how it's done. Mechjeb's not the best pilot, but it works. Most of the time.
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This is one of the buttons in the smart ASS, it points your ship in the "outwards" or upwards direction from your current orbit. RAD- is the opposit. If you set up your transfer to have a good periapsis, and execute it well, you don't need to make a correction like that.
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Is that a Kerbin orbit? If so, crashing is probably due to not having a periapsis above the Muns surface. Using the maneuver node manually isn't too hard. You've just got to place it on your orbit, drag one of the green handles until it touches the Mun's orbit. Move the maneuver node around untill you get a Mun encounter. Make sure you see a "Mun periapsis" in your planed orbit, at least 7Km or so. You can Mechjeb can execute the node for you. Using the transfer to target feature, I'm pretty sure you can set what you want your final periapsis to be, so make sure it's higher than zero. Next, you must capture into orbit around the Mun. Either use mechjeb's ability to circularise your orbit when your ship gets to the periapsis, or plot and execute a node manually. Next, landing. Mechjeb has a landing autopilot you can engage, it's fairly efficient, and very precise most of the time.. . Either pick a target to land at, (one under your orbital path will require lest fuel,) or just click land now (or whatever its called, I tend not to use that.) The only problem is it may try to land you on the side of a crater. I recommend choosing the site, and carefully.
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House Keeping - Stock Crafts / Working Crafts
Tw1 replied to chrischambers's topic in KSP1 Gameplay Questions and Tutorials
What you could do, is create extra files that you use to store ships, next to the VAB and SPH folders. When you're happy with one, save it, then move it out if the VAB or SPH folder, and into the storage folder. When you need it, copy it from the storage folder into the VAB or SPH, and you can load it up. You can even move craft around like this with the game open, but I wouldn't recommend doing it with a craft list open. It is still a mystery what'll be in the next update, but something like this is often called for. I'm also hoping to be able to use keyboard keys to go straight to craft that start with the letter that was clicked. But none of that is here yet. -
I found a terrain scatter (rock) near the north pole that's floating. Will check it out next time I get time to play. I like the idea of this thread. I'm not going to be getting to the new versions of the planets for a while, so I'd rather not have things spoiled.
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Well done! Took me ages to dock, I couldn't get things straight on, and then I didn't realise that the magnets would do the last bit for me, and kept moving, trying to get the two ports to line up exactly. But it gets faster each time.
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Larger profile = better aerobrake?
Tw1 replied to Motokid600's topic in KSP1 Gameplay Questions and Tutorials
The game doesn't really model drag that well, it's the same whatever shape you are, just what parts your ship is made out of. Also, entering with two things at once could mean physics and drag aren't loaded for the second thing, and it doesn't slow down at all. I had an Eve probe that kinda disassembled before I attempted aerocapture. The main part got into Eve orbit ok, but the rest was put on a collision course for Kerbol. -
Question on LV-N Atomic Rocket Engine
Tw1 replied to Herbin's topic in KSP1 Gameplay Questions and Tutorials
It's actually a very useful engine, you can get more than double the delta V from using it. As astropapi1 says, it's commonly used on interplanetary vessels, or to get every last bit out of the fuel. "You are a very useful engine" -
It's metal jeb! Or maybe a younger metal Jeb, the shorter, rounder face gives me the impression he's a kid still here.
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A hand appears from a window, as light gleams across the vast metal surface.
Tw1 replied to Nostrix's topic in Welcome Aboard
Welcome to the KSP forums! Something tell me we'll be seeing you in the fanworks or mission reports from time to time? -
"Systems to go aaaaannnnnnd another astonaught lost" Hello everyone!
Tw1 replied to TaizerBeam's topic in Welcome Aboard
I did. Stacked bigger clumps of SRBs until I got there, brute force style. My first orbit was around the Mun. I decided to by it when I wasn't satisfied with just crashing into the Mun with no legs. (old demo). Getting going is not the problem, it can sometimes be hard to stop... -
Is the KSP Community more friendly then the Minecraft community?
Tw1 replied to FiresThatBurn's topic in KSP1 Discussion
The only other forums I've ever joined are one for a rail simulator game (which was pretty much dead), and for Simcity 4, but that was mostly to get mods. There was some awesome stuff on there, but I never really posted much. These forums are pretty cool. Come on here, and people talk about space stuff, and share stuff from this very cool game. -
Adjustable ladders length.
Tw1 replied to El wonso's topic in KSP1 Suggestions & Development Discussion
I wonder if you could get away with changing that ladder to a yellow one, placing a girder or a bunch of cube trusses on that jet fuel tank, placing another yellow ladder, then putting more cubes/another girder down low, and adding a big ladder there. But then, maybe that's what you mean by a snake. I quite like making complex ladders, it's not easy but there's a payoff when it works. -
To be fair, you can't just do anything with those mods. Balloons aren't the simplest to use, I went through many balloon based designs before one would work well. Sure, it's a lot less of a challenge than using pure rocket based launchers. But no need to put anyone down. If the balloons were strong enough to operate in Eveian conditions, it would be a realistic way to save some delta V. That said, I don't know what Hooligan Labs based their lift and weight figures of, so it's hard to say whether they are truly balanced with the other parts in the game.
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Adjustable ladders length.
Tw1 replied to El wonso's topic in KSP1 Suggestions & Development Discussion
Not going to work if you put the long ladder on a strut, with the non-extending one linking the ladder to the cockpit? -
Land from orbit without a capsule, Danny style! (or on Minmus with the jet pack) Build a base! Build a boat! Recover a capsule by boat! (I wouldn't be a fan of tacky little achievements, like flying for more than 37 meters. To easy, and trivial.)
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Wow. I rarely click on music fanworks, and this sure didn't disappoint. I was thinking a while back, the KSP music is awesome, but when it gets to the day when 1.0 is finally released, they need something awesome, like a full orchestral opening, to make it really stand out from the WIP versions. But the grand ending idea is cool to, if there is an "ending" to the game. First post of yours? Welcome to the KSP forum!
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True, but glowing isn't an indicator of radiation, unless there is a phosphor of some sort in Eve's surface that the radiation is causing to glow.