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Everything posted by Tw1
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TT's Mod Releases - Development suspended till further notice
Tw1 replied to TouhouTorpedo's topic in KSP1 Mod Releases
Has truckwheels been updated? I can only find the one from 0.19. -
[0.22] Extraplanetary Launchpads Legacy Thread
Tw1 replied to skykooler's topic in KSP1 Mod Releases
It's here! It's here! Woohoo! Looks like my site visit for that base was well timed. Edit: The tanks are also showing up invisible for me. This Mod will be fantastic once it's got bugs ironed out, and is updated for 0.20's format. -
Hey, just wondering what happened to the larger railing pieces. They don't seem to be in the version I've got.
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Yes! I have plans, (for my kerbals) for them to prosper and not be harmed. And this mod could play a vital part in it.
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209 in my old save, only 20 in my new one so far.
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Sounds cool .
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[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
Tw1 replied to Yogui87's topic in KSP1 Mod Releases
You guys made the Thor probe right? Just one thing, why did you turn the Thor probe's core and science parts into separate pieces? Craft which had the core part on it are now going to be without instruments. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Tw1 replied to ferram4's topic in KSP1 Mod Releases
Hey, I have a suggestion. The limited Aerodynamics model is also a problem for boats. Could you include the structural panels as a part that gets changed with your mod? Perhaps someone could show me how to modify them myself?- 14,073 replies
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- aerodynamics
- ferram aerospace research
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I do now. Sometimes. "Mare Pullos" "Observations Hill." "Airstrip Island" "Merman Hill" "Richbin's Shipwrek" That's all so far. It will be useful to find these sites again.
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I think the approach Richy teh space man describes is quite common.
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489: Clever of shoots. Like a Kerbal Fitness Program.
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None that are truly stranded at the moment. My first Duna mission didn't have the delta V to return, but I send them a return module specially designed to carry them home, and a rover to give them something to do. I have a few on the Mun without functioning spacecraft with them, but it's just a case of landing one of my little rescue ships that are waiting in orbit to get them home.
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It was Begian then? I studied french in highschool, and could roughly make out what was written, but it didn't seem quite right... Back on topic, it's annoying how kerbals forget their legs work in certain circumstances. One reason why I'd like a mod that does something like magnetic boots. Another idea shown in Tintin that I liked a lot.
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So true. Ah, there's Jool window is in a few days time...
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If it gets bad, take a break for a bit. You don't want to become so obsessed it harms your life and relationships. Otherwise, it's not an uncommon syptom. I spend much of highschool daydreaming/planning my city in simcity 4 rush hour (which was heavily modded), and a lot of first year uni planing out parts of my rail network for Kuju rail simulator. KSP has been the most recent one in quite a line for me. Creative computer games are one of the most engaging forms of entertainment available.
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That's it in the background. Been using it since 0.18. I have a one man version, but haven't got a pick ATM. If the stranded guys are on another planet, they get a set of vessels designed to give them things to do while they wait for the return window, and then carry them home.
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If you think about it, there is something kerbal-esque about the way the professor chose his friends Tintin and Haddock to go to the Moon with him, two civilians who knew nothing of the project previously, over all the scientists that could've gone. Especially as Haddock was complaining most of the way. Makes me think of another trio of astronauts...
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I didn't realise, yet it's quite true! Richbin Kerman and I went and carefully inspected each bit of debris, to see what had survived, and what stayed together, etc. For reference when bulding future, non-collapsing versions. I found a few parts I thought I'd taken out....
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When I first discovered what it was, I thought: "Another free/cheat way to get delta V!" Only super tough mod parts like this old truck can withstand a beating from a 100m/s, 100T projectile though. And I still didn't get to orbit. I tried getting to the Mun, after reloading with hyperedit, but accelerating with them in orbit was glitchy too.
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I got to the Mun with this one. I think. Got to, not landed safely.
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You Will Not Go To Space Today - Post your fails here!
Tw1 replied to Mastodon's topic in KSP1 Discussion
Well, we got where we were going. And I have a cool shipwreck now. So not a total failure... -
I pushed all my rockets right over to the side of the VAB so they'd be clear of the tower. But this made tweaking asparagus rockets such a pain. Two years eh? I would've been finishing highschool, (and not up at this ungodly hour). I wonder if I'll still be playing in a few years time? Well, I still play DS mariokart, Smashbrothers, Spectrobes, Age of Empires, and a few others that are two years or more old, so don't see why not, short of something bad happening.
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No I really want to read that again. Got to find a copy first.... But that thing about having the engine on all the time might bother me a little, now. The guy was a great writer, but didn't have the knowledge we all have now.
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Naturally: Yep, that's not Jeb. You get much better visibility up top. Spacesuit doubles as a wet suit. Not so much seat based, but the seat forms an important part of these designs.
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Yesterday, I found that Wack-a-kerbal was not a vialble method of putting things in orbit. It was a glitchy way to change velicity in orbit too. Today, we had a little fun. The latest prototype made it to airstrip island, drove for a bit and promptly collapsed. From exhaustion probably. I now have a cool shipwreck! But got to make some changes before it comes time to take this to Eve...