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Everything posted by Tw1
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Something that's been on my mind for a while- it's now been some time since the Mun got cratered. I'm linking this dev blog incase someone who didn't play those versions doesn't know about the Mun's update last year, so the current Jeb, Bill, Bob subplot makes a little more sense. Basically, the Mun was more smooth. Then it changed. http://forum.kerbalspaceprogram.com/entries/667-Procedural-Craters Now that it's not going to distract from a story part release, this little thing can also be archived here. Posted this a little before the launch, felt it should be in here somewhere. Next installment might be in a fortnight or two, it depends on stuff.
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It looks to me like Rozer may have a chance, as he is the active vessel (blue line,) targeting DSS from the looks of the symbol and the fact that the line is yellow. Those orbits do look fairly matched. However, Proteus's trajectory shows its orbit having deviated from those a short time ago- that burn we saw.
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There have been many suggestions for improvements to quicksave, due to the mistakes that are possible with it. There have been several times where I've tapped F5 instead of F9, resulting in problems. It occurred to me, that F9 has a safety feature- it takes a few seconds of holding to activate, enabling you to realise what you're doing and stop if you change your mind. F5 activates with a mere tap, and locks you in to overwriting the last quicksave. If you had to hold F5 for a second or two to use quicksave, a lot of slip ups could be avoided. It doesn't sound hard to implement, I think it would be a useful change.
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"Lock" feature in space center
Tw1 replied to Tortoise's topic in KSP1 Suggestions & Development Discussion
This has come up several times if I recall. It might be overkill for the stock game, but sounds like it would be a useful thing for a plugin to try. If you use F5 frequently, then you can get over accidental deletion that way. -
I've always though of it as a far off part of our own galaxy. Galaxies are huge.
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Oh. Noes! Rozer, what were you thinking!
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The Kerbal-ladder engine. The lightest Eve ascent vehicle
Tw1 replied to Tw1's topic in KSP1 Mission Reports
I decided to try the version with parachutes. Landing, I ran into a problem: Something about Eve makes the frame want to land sideways. I couldn't get it to stay straight. Even when I tried jumping from safe height, so the balance would be improved. I wondered if it had something to do with the fact that I recently changed to using RealChute. Testing on Kerbin showed this was not the case: Looks like I won't be doing a "real" trip to Eve with this set up. But, a little magic let me see if I would have been able to take off. However, I soon found it would only slide across the ground. Soon, it was rendered inoperable. I tried a launch from flatter ground. Once again, the TWR wasn't enough. It was capable of bouncing, but not flight. Looks like this guy will be here for a while, as we are reminded Eve is a harsh mistress. Oh well. Eve wasn't an interplanetary target I had in mind anyway.- 29 replies
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Nothing wrong with this one, that's a legitimite use for RCS.
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I too discovered Kerbal through XKCD. It's a great game, but as you have discovered, escape velocity is over 900,000m/s. If you ever want to leave, I suggest the periapse kicks technique.
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[AAR] The Godspeed Program--Landing on an Asteroid
Tw1 replied to The Jedi Master's topic in KSP Fan Works
The fanworks subforum is often slow. Commenters often take their time, and some stories need to be built significantly before they get much attention. This story's not bad, though imho, the switch from event focus to character focus was a little sudden, but that's no problem, it just means there's more story to flesh out in the future. Also make sure you practice a few times before you go for this story's asteroid. The rendezvous is tricky. Good luck! -
Stock SSTO reusable ship from eve
Tw1 replied to guitargun's topic in KSP1 Challenges & Mission ideas
Another Eve SSTO thread? As others have said, it's not possible with the stock game, without altering the planet's conditions, or altering the parts. Unless... Though I didn't reuse it, with care I should be able to land again. No docking port though. -
Forgive me Jeb, for I have sinned. (That's what you have to say right? IDK, I'm a protestant.) I cheated on my first Duna mission. I used the infinite fuel because I underestimated the breaking burn, and didn't know of aerobraking. I botched a transfer to Eve when KAC glitched on me, and had to pull the whole planet forward via hyperedit to restore my encounter. I have hyperedited in parts I forgot, or found out I needed once or twice, rather than doing the dignified thing and sending a second ship. I put my life of sin is behind me.
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The Works Episode 7 -- Microwaves Done Better
Tw1 replied to Geschosskopf's topic in KSP1 Mission Reports
But-but-but he's the guy who does cool massive flotillas.... -
Yep! A really old kerbal with a hat, coat, cane, and a wispy beard. He's a little too cynical for his own good. Krusty Kerbal sounds like it'd make an interesting fast food chain... Thanks! The mod was something I was working on myself. It was going to be a railways mod based on Kerbtown, but ran into some limitations with the plugin. I had ideas of how to overcome them, but they involved borrowing (if permitted) and altering code from other plugins, and that's beyond me. It's (mostly)-permanently shelved. It would've been called TWRail, because I love a good pun. If you have kerbtown, you can have a go of what I did make here if you want, https://www.dropbox.com/s/igrzfcfip9wpi1j/TWRail.zip, but no guarenties.
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Kerbin City Community Project - Phase B - New Islands
Tw1 replied to nothke's topic in KSP1 Mod Development
Ooo! It has revived! One thing though, my rails project is pretty much dead in the water right now, short of getting a few others to help. I'll still make something train station like eventually, if you want. -
The Works Episode 7 -- Microwaves Done Better
Tw1 replied to Geschosskopf's topic in KSP1 Mission Reports
I like how you're sticking with your "Kerbals can't breathe Kerbin air" even though the point that made it a useful explanation is now sort if removable. I might to the same in my stories, and stick with 24 hour days, though six is now sort of official. Far looks hard. Most of my rockst are just slapped together now. And I agree about the clouds. They make all the planets more alive, and photos much cooler. Clouds: more dramatic too. -
The Kerbal-ladder engine. The lightest Eve ascent vehicle
Tw1 replied to Tw1's topic in KSP1 Mission Reports
I decided to break my usual rule of never hyperedit to another planet to test something, and had a go at an Eve ascent. I stripped the parachute and seat of to minimise weight, but I might have not needed to. It was very easy. I documented it in this imgur album: Technically, I just claimed the record for lightest stock parts only Eve ascent...- 29 replies
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If you will excuse the use of, uh.. unconventional propulsion, done, and done. All stock. 17 minutes. 0.13 tons. The vessel is my Ladderlift frame, without the parachute and seat to reduce weight.
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I'm having some trouble with my force field. Sheplas doesn't seem to appreciate my SRB only rocket. The pyramids of Mun.
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Kerbals on a ladder effectively have no mass in the way the game processes things. Some have used this trick to cut fuel needs on Eve accent vehicles. There's also this sort of related trick. *Whistles innocently* http://forum.kerbalspaceprogram.com/threads/70180-Attempting-to-go-to-space-the-Kerbal-on-ladder-engine-An-experiment-report?p=980474&viewfull=1#post980474 No, but a kerbal's arms would get really tired.
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It's probably to prevent exploits. Ladders have some interesting physics. Or, it's so the poor guys don't have to cling on for hours at a time.
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Sure. Wasn't sure which one you were interested in, so here's both: The house, which requires Lack Luster Labs. Hopefully the parts are still the same.(This was a prop for my ARR.) https://www.dropbox.com/s/b9bd0bf7mfenoei/Watsan%27s%20house.craft The Room, that I made just for that comment, all stock KSP. https://www.dropbox.com/s/ep9568s8ypw7wei/Random%20room.craft
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It now works. Kerbals have the heads desired. Thanks! Have some rep for creating and maintaining a very useful mod. One last question, though. Is the way I had it with heads the way it's supposed to be for suits? I don't see a helmets folder, to put my custom helmets in.
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I raise you guys one. But at least my room is somewhat neat: Lies. My room was bad before I stared kerbaling, and still is. I should go to something about it. On that subject, remember, KSP should always be there, but real life has demands and deadlines. Pay attention to it. This has been a totally not hypocritical community service announcement by some random guy on the internet, who knows it's up to each individual to decide how to run their own life.