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Everything posted by Tw1
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What constitutes a "decent" amount of struts? I don't think they meant to make them completely redundant. That said, I would not be opposed to a larger radial decoupler.
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Same here. I kept trying to log in again and again. I don't think I lost much though, as I hadn't joined very long before. If I did, I seem to have made up for it. Is this the exact date? Just cause it's kind of my birthday...
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I'm not opposed to some satellite establishing missions, but I also prefer the contracts to be things you can easily tack on to missions you've already planned. Which I think is not far of what they were doing.
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Possible for the game to change planetary texture in-game?
Tw1 replied to CaptRobau's topic in KSP1 Mods Discussions
Universe replacer used to do this. Texture replacer might, I haven't fully checked it out yet. -
Railway builder and rail vehicles
Tw1 replied to szputnyik's topic in KSP1 Suggestions & Development Discussion
A while back I had a go at making a railways mod. It was based on high speed monorail, and experiments showed the train little trouble staying on in low gravity environments as long as nothing else went wrong. It was kind of abandoned when the mod I was using to set down the tracks stopped updating- track placement wasn't accurate enough, and collision detection errors tended to derail the train. I probably don't have time to resume trying, unless I get some others on hand to do some of the modeling. Alternately, a teammate who can code would get things moving, and open up extra possibilities. -
Why not try making one with rocket engines? Especially with more powerful engines coming as part of the NASA pack. With a few tweaks, that was a Kerbin return trajectory. If you arrange the engines cleverly, you can get thrust from multiple ones, increasing the power, but due to computer physics it's not as straightforward as it might seem.
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I did this to my main save when science came out. It was a bit tricky, but possible. Currently, the main difference between a career and sandbox save is the info for the R&D building. This is what it is in a new save: } SCENARIO { name = ResearchAndDevelopment scene = 5, 6, 7, 8, 9 sci = 0 Tech { id = start state = Available part = Engineer7500 part = EngineerChip part = EngineerChipFlight part = mk1pod part = liquidEngine part = solidBooster part = fuelTankSmall part = trussPiece1x part = longAntenna part = parachuteSingle } (This is the bit to paste into the save) This fits underneath the "ProgressTracking" part. Again, this example is taken from a fresh install. In an existing save, the number of wiggly bracket things will vary. The trick is to look carefully, and keep it lined up with the other Scenario bit. } SCENARIO { name = ProgressTracking scene = 5, 7, 8 Progress { } } SCENARIO { name = ResearchAndDevelopment scene = 5, 6, 7, 8, 9 sci = 0 Tech { id = start state = Available part = Engineer7500 part = EngineerChip part = EngineerChipFlight part = mk1pod part = liquidEngine part = solidBooster part = fuelTankSmall part = trussPiece1x part = longAntenna part = parachuteSingle } } FLIGHTSTATE In a moded save, you may get other things like your scansat and kethane data before the flightstate data. The R&D data still goes under the ProgressTracking data. You'll probably be fine if you just paste it into place, but again it's best if you check to make sure everything is lined up. Lastly, there are some more cosmetic changes to made. In the persistent file, sandbox saves have (SANDBOX) after their name, and career mode saves have (CAREER). This doesn't seem to do much, but it's there, so it must have a point. version = 0.23.0 Title = Insertnamehere (CAREER) Description = No description available. Mode = 1 Status = 1 scene = 5 flag = (whereyourchosenflagis) Also, notice the "Mode" bit. Setting this to "1" makes the game display the career mode icon when loading from the resume save window. "0" gives you the Sandbox icon. "3" seems to be used in tutorials. Remember, always make a copy of the persistent file first, incase something goes wrong.
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Is it possible to create a artificial gravity well?
Tw1 replied to Vane's topic in KSP1 Gameplay Questions and Tutorials
Give a little more detail please. In stock KSP, gravity is something planets are programed to have, and it is not possible to create one simply by getting a large mass of parts. It could be possible to do it via mods- check out planet factory, which lets people make their own planets, complete with SOIs. You might be better of asking about it in one of the mod creation sub-forums. If you're wondering about creating artificial gravity in real life, the Science lab subforum is the place to get a discussion going. A moderator will be able to shift this thread to the appropriate place. Also, welcome to the KSP forums! -
How close have you gotten to a true Saturn V replica?
Tw1 replied to Kurtvw's topic in KSP1 Discussion
I had a go at replicating the Saturn V for last year's moon landing anniversary challenges. Mine was sort of half way between function and looks, it has flaws in both. The launch can be seen in the album I made of my Apollo reenactment. Includes pre 0.22 'science experiments' -
I attempted this once. Didn't work two well, but with a better choice of parts, someone could manage.
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Aww. Part of me is actually disappointed. I liked the idea of kerbals considering four rotations of their planet one calendar day.
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I've seen that floating screen effect when changes are made using Crew manifest- it seems that the fuzzy screen we see on the little screens has to be put in between the 'camera' and the kerbal for us to see it.
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Looks interesting, are you going to colour it?
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I am proud to announce that there have been no fatalities as of late. There have been mechanical issues with some recent missions, and one or two missions suffered fairly minor structural failures, but no one was killed. The most recent vessel to experience unplanned rapid diassembly was of the "sh'tuule" type, yet the crew aborted safely*. The fault was found to be in the landing gear, and operation of that class vessel has been suspend. Possibly pending replacement by a new ssto type vessel. Failure at launch had lately been minimal, as can be seen in our successful placement of the Sydney Harbour bridge into a circular 150 km orbit around Kerbin on the first attempt. To date, the cause of the most deaths used been members of the space program attempting impractical (yet awesome) stunts, particularly invoking planes, cannons, orbital skydiving, and exploitation of anomalous forces. There are currently no kerabs stranded in outer space. This does not include our Eve colonist, who, thought lacking means of return, has the necessary support for extended exploration of the planet. Nor does this include the guy in an elliptical orbit around Minmus. He has sufficient fuel in his Eva suit to land, and when he finally feels like it, it will be a simple matter for the Minmus base to dispatch a vessel to retrieve him.
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I have mixed feelings about the changes to ion engines. Part of me is glad that I did many things with them while they were still challenging. Though I did use modded ion engines for my probe Jool tour, despite my usual policy of stock engines only... so I'm going to count that as policy compliant now.
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You're missing all the awesome potential! If I get time, and these are tweakable in the field, I am so making a "disco" gif using one of my bases. Plus, it's perfect for warning lights, or green "go" for those who like to roleplay, or generally muck around. Plus, I'm sure it wasn't that time consuming to make it possible to vary the colour components.
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But...Gilly anchor? Hmm... that's interesting. Looks like you'll have to try/stick with the KAS grapple. It sticks to anything. I can't look at this thread title without thinking "you saved our lives, we are eternally grateful".
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NASA Asteroid Redirect Mission Pack/0.23.5 Images: now with 100% more SLS
Tw1 replied to Mach_XXII's topic in KSP1 Discussion
For those that haven't/can't watch video right now, I've gone and taken some screenshots of some of the new parts, and their descriptions. -
What I'm looking forward to most is the ability to put flags on the sides of capsules. I hope it can be applied to existing missions.
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With this. Tenor Four capsule. Those are ASAS/inline reaction wheel parts with toroidal tanks clipped into them. Why? I don't know. TWR was far higher than necessary. This ended up being a one way trip, but I did go and recover the lander as something to mark my 2000th post on these forums. That thread tells the story of a successful recovery mission.
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You Will Not Go To Space Today - Post your fails here!
Tw1 replied to Mastodon's topic in KSP1 Discussion
That was awesome, but if you ask me, you've got no where near enough struts. Have you tried doing the _ X - Patern bettween boosters? And maybe adding a forest between the launch vehicle and the pyramid? -
Ah, but that is the nature of the fanworks forum. If people's option is "'eh, it was ok", on a new thread, they don't bother commenting. And this wasn't bad.
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I didn't deorbit the final stage boosters like I origionaly planned to. But looking at it now, I might change my mind.
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The meeting room? Nar, that's something I made in the SPH. But if you mean the city Gene and his dad were looking over, that was part of Kerbin city. Also, doesn't look like this pic is going to fit in the next bit, so have it as another teaser:
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