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Everything posted by Tw1
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Only makes you turn slowly if it's on. But both are useful to stop you from spinning, ASAS tends to stop my things from rotating at all when on, which is mostly very useful. Someone said that ASAS only controls engine gimbals, fins, and (if on) RCS, but not the SAS wheels. But I tend to stick on SAS modules anyway,just in case. I get the impression they help. Only on larger things though.
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Some awesome flags on here. While my Australian + Kerbal flag looks ok at the right size and proportion, I might have to think of something better. Something fancy, Kerbalish, and spacey.
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The recommended technique for getting things to connect a radial decoupler, is to connect the object to something else first. For example, sticking a tank under your engines before you try and put them on the radial decoupler. Then, getting them on straight is a matter of lining them up with what's already there, and practice. Welcome to the forums!
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I like to imagine each save is its own little universe, one of infinite identical(ish) ones. So maybe you are still the first to reach each planet. You know what would be really cool for resources? Mining for substances you can use for Food! Pop them in the processor, a little later out pops things that your Kerbals use for food. That would be a way to feed them without needing to lug 200 days worth of sandwiches around. Just a random idea.
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I agree they belong in a museum. Hopefully many will end up on display somewhere. But imagine fitting the Apollo navball thing to your car!
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Help! My lander is 8km underground
Tw1 replied to Jokurr's topic in KSP1 Gameplay Questions and Tutorials
I have a few things just under the surface on Kerbin I'm progressively getting rid of, but I've lost a few kerbals who slipped under the surface of Minmus. It's not incredibly uncommon. -
I guess we'll find out soon* enough. *Soon is an unknown period of time.
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Hey mate, please take what I wrote as a whole. It was only eight sentences. It also depends on what your impression of big is. 200tons? 500tons? 1000tons? I did go on to describe how you could do exactly what you demonstrated, and build an amazing, gargantuan rocket. I've only got up to 100 tons so far, because my computer starts to choke at beyond that level. (Rockets don't work when they're greyed out, and the words "not responding" stay forever at the top of the window.) BTW, could we see your 500ton lifter? It must be huge!
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I made this to use with a flag I downloaded from spaceport. It's very straight forward. I couldn't get the flag part to work properly, and only used one. On Kerbin. (Next to the tracking station. I assign the KAC alarms for transfer windows to it, and previously it was the go to place to see what was coming up using protractor.)
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Practice makes perfect! (Or drives you crazy.)
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Sure, why not. Brace yourself for nostalgia and photo-avalanches! I went to Duna. It looked in phase, and I had a very successful Mun rescuer. I rebuilt it into an interplanetary lander, with satellites, cart-mod rover probes, the lot. I tested it extensively on Kerbin, and found it could land with only the derouges, and a little engine thrust, so I assumed I'd be good for Duna. Enough talk. Here are the pics: (Yeah, this was before I knew about F1) They've been there for about two years. I needed to send them some extra stuff so they had the Delta V to get home. That extra stuff: Those are arms to grab the command module. Not a sail.
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Basically, you can't without cheating. But how big are we talking here? If you have the patience, the computer power, and the time to test each stage, you could build a truly massive rocket. I've seen claims of about 400tons. I struggled to get a 120 ton thing up there myself. So hard to control, so many struts, so many fuel lines. If it's tipping over at launch, maybe it's just too heavy for the rocket?
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201. I want my kerbals to completely remodel a planet. I have no concept of scale. But that's a good idea? Only if it's done well.
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You Will Not Go To Space Today - Post your fails here!
Tw1 replied to Mastodon's topic in KSP1 Discussion
Was working on a lifter to take regular-shaped payloads slightly greater than 80 tons into orbit. It would work fine, except for that one dam mainsail that keeps falling of. I've replaced it, and the grey tank above it. I've turned the rocket different ways. I've tried different ascent profiles. I traded it for an atlas (KSPX) one time. Still fell of. The other one is always fine, which is strange, they should be identically connected. I've now strutted it up with the novapunch superstrut, and am making an anti-vibration frame with them as well. I really want to use this one, the tanks burn with even timing, and it looks neat. Just that one mainsail... But it made some interesting fails, when launching test payloads. -
[1.0]Vanguard Technologies | EVA parachutes | still works
Tw1 replied to Kreuzung's topic in KSP1 Mod Releases
Bugs are ironed out? Excellenty. This will be a great safety feature. Plus I can now build one of those kerbal launcher things without feeling guilty about sending them to their deaths. -
I agree. I'm less exited about resources, (not that I'm not at all), but I worry if that's the only complex activity to do when landed, the game may end up a space mining sim. As I babbled on about in another thread, resources are products of a planet's natural history, and that's what I'm more interested in finding out.
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Wow. I've wondered about that river. I'm so going there next.
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I'm looking forward for more science things, and stuff to discover, and explore. Detailed geology to investigate, and weather would be so cool.
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Normally a minute or two. A little longer right now, as I'm having a quick play while in the middle of an assignment.
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Estimating delta-v to orbit using gravitational force?
Tw1 replied to mushroomman's topic in KSP1 Discussion
I consult delta v maps, and pretend the authors are my Kerbal engineers. This helps if things go wrong. -
How (When?) can I build these things?
Tw1 replied to i-make-robots's topic in KSP1 Gameplay Questions and Tutorials
There was a mod in progress to make secondary launch centres on other planets. The guy who did it seemed to have almost had it working, now there's no trace of it, after the great forum wipe. But, maybe he's just on holiday, or has exams, or something, and will reappear someday. Not a fan of terraforming myself. The planets have their own cool characteristics. We may alter them, but I feel it would be bad to change them completely. -
I'm happy with it being unnamed, or our own. A galaxy is a ridiculously huge thing, and I suspect something that won't play a large role in the game. Apart from background info, maybe.
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Btw, It's hohman. I wouldn't use a bi-elliptical transfer to get to Mun, as it's simpler just to do a holman like transfer orbit, then burn retro to do a capture. But I've found it can save some delta v when slowing down from a hyperbolic orbit, by leaving it really eccentric, then acting like it's a bi-elliptical. Only useful when delta v is really tight. Or, if you're changing inclination, this can be cheaper. Edit: RoboRay beat me to it. I believe the term is being ninja'd?