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Everything posted by lyndonguitar
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International construction ISS in Kerbal orbit.
lyndonguitar replied to BobCat's topic in KSP1 Mod Development
nice thanks -
[0.20] Ioncross Crew Support Plugin ([0.22] dev build)
lyndonguitar replied to yongedevil's topic in KSP1 Mod Releases
Can you add a food and water supply? Maybe a Water recycler and Food farm to make food, or you have to constantly bring in food from kerbin, that would be awesome. this is the best life support mod, only thing missing is food/water -
Images of spaceships that may never be built
lyndonguitar replied to kerbomatic's topic in Science & Spaceflight
Damn, Daedalus is amazing -
Great mod man, keep it up! you are awesome
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LLL - Lack Luster Labs - Development Thread
lyndonguitar replied to Lack's topic in KSP1 Mod Development
Oh boy, please no more teasing!! we need a release now! i'm begging you -
What mods will probably be in the completed game?
lyndonguitar replied to Titus Jeb Worshipper's topic in KSP1 Discussion
probably haystack, subassembly, crew manifest, some form of mechjeb, alarm clock, kethane, life support, launching ships from other places and some of these mods http://kerbalspaceprogram.com/?orderby=meta_value_num&meta_key=downloads&order=DESC&s=%20 Devs will probably include autopilot, as they stated that you will be able to plan missions and let kerbals do them on their own. and in real space navigation, you will really need auto-pilot at some point -
What mods will probably be in the completed game?
lyndonguitar replied to Titus Jeb Worshipper's topic in KSP1 Discussion
probably haystack, subassembly, crew manifest, some form of mechjeb, alarm clock, kethane, life support, launching ships from other places and some of these mods http://kerbalspaceprogram.com/?orderby=meta_value_num&meta_key=downloads&order=DESC&s=%20 -
this is useful for combining smaller ships, however it is useless for decent sized station + ship docking
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LLL - Lack Luster Labs - Development Thread
lyndonguitar replied to Lack's topic in KSP1 Mod Development
That inflatable module, and that Panel like at the front ship, What mods are that? -
http://imgur.com/a/jkdye (<- Full Album here) My first spacestation(the Big solar panels were from the ion engine pack, so it is alot more bigger than the stock ones), Composed of 500+ parts, required 19 rocket launches to build. even my i7 4.5Ghz, 8GB ram, Radeon HD 6870 lags whenever this station is in the vicinity (I might splashdown this one and build a more optimized station in the future) I'm currently making the plans of my next big Station Here's a sneakpeek
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[WIP] THSS - Tri-Hexagonal Structural Strut
lyndonguitar replied to Semni's topic in KSP1 Mod Development
Thanks, I am currently building a big station using this pack, I have one request. Can you make a battery? -
International construction ISS in Kerbal orbit.
lyndonguitar replied to BobCat's topic in KSP1 Mod Development
Saw the pack on the spaceport, will test later, thanks guys for the all the hardwork -
[WIP Plugin] Extraplanetary Space Centers!
lyndonguitar replied to skykooler's topic in KSP1 Mod Development
Nice!!! the perfect launchpad -
Mechjeb is useful, using it doesn't make you a noob pilot, and not using it doesn't make you a "pro" pilot either. I am also struggling why people would need automated laundry machines, dishwashers, calculators, etc, etc to even do simple tasks!!! LOL, but seriously, After playing for awhile now(250+ hours already), I am already good launching, circular orbits, hohmann transfer, landing, docking, hell, I even burn straight to the mun now, no more achieving circular orbit first, I just wait for the optimal angle(launch window) and I just go from the launchpad directly to mun. one manuever to the mun After playing for awhile these things get so tedious to do, even for a fun video game like KSP, for example I just completed my 500+ parts space station, It required me to do 18 successful launches, rendenzvous, and docking. I can't imagine me doing it manually 18 times again and again, not even counting the failures. not that I can't do it, but its very, very, repetitive to enjoy doing. So I use mechjeb, set up the parameters, launch, and drink a coffee, go back and see your ship nicely in orbit. I play KSP to manage my own Space Program anyway, not be a pilot. Fun Fact: Real astronauts have tools(yeah, autopilot too!) similar to Mechjeb.
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SABRE hybrid rocket engine (UPDATED 5/22/2013)
lyndonguitar replied to 1096bimu's topic in KSP1 Mod Releases
are you talking about this one? http://kerbalspaceprogram.com/skylon-pack/ I think that one had a similar problem on the hybrid feature -
How universal is math as we know it?
lyndonguitar replied to nhnifong's topic in Science & Spaceflight
Math can be universal in the sense that it is a universal law, it is constant. if you have 6 objects, everyone will count it as 6 objects regardless of how and what they call that number. If you punch them three times, they will experience being punched the same number of times. It may be possible to communicate to other species(or vice versa) by sending them a series patterning numbers, odd numbers, even, prime, exponential numbers, etc. through beeps (odd, even, numbers provide the smallest number of beeps required) and they could respond to it accordingly, despite the lack of "real" language. send 2,4,6,8,10 beeps, and should they recognize the pattern(and they will if they are advanced enough to use radio), they might send back 12,14,16 beeps, 10,8,6,4,2 beeps, 1,3,5,7,9 beeps back,etc. http://plus.maths.org/content/mathematics-aliens -
SABRE hybrid rocket engine (UPDATED 5/22/2013)
lyndonguitar replied to 1096bimu's topic in KSP1 Mod Releases
Is it possible to make it real hybrid? that would be awesome, also I've made it white now, thanks for the tip -
SABRE hybrid rocket engine (UPDATED 5/22/2013)
lyndonguitar replied to 1096bimu's topic in KSP1 Mod Releases
can you make a white version? so It will compliment b9 aerospace -
Another suggestion is a "Research Module", and probably an "Industrial Module", that has no function at all, just for show and roleplaying, but functions as a habitat, but with fewer kerbal capacity and consume tons of electricity, to have the purpose of putting solar panels.
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I had this happened to me also, but realized it must be a gameplay function not to accidentally dock undocked ships again, so I just moved away a little bit, like 5-10 only meters, and back, and it docked again
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Openning up a new company, need a name
lyndonguitar replied to 1096bimu's topic in KSP1 Mods Discussions
Bimu's Space Junks -
does the tanks have a hatch? or iva? please make them too! subscribed EDIT: my suggestions Habitation module, where kerbals will spent most of their, hatch and iva included (big and small size) Storage and Life support module, if using life support mods this would be the module that provides everything Service Module, where most of the battery, fuel, monopropellant is stored. Fuel Storage (and empty version) Kethane Storage 8-way Docking Stations
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Use Xbox controller? Or any other joystick?
lyndonguitar replied to rhn94's topic in KSP1 Gameplay Questions and Tutorials
I was looking for a way to fly spaceplanes, not crafts. I just found out that it's useless to fly a craft in third person, because the camera won't follow you anyway, and some of b9 aerospace's cockpit views doesn't help either -
???? http://en.wikipedia.org/wiki/Space_Shuttle_external_tank#Standard_Weight_Tank "The original ET is informally known as the Standard Weight Tank (SWT) and is fabricated from 2219 - a high strength aluminum-copper alloy used for many aerospace applications. The first two, used for STS-1 and STS-2, were painted white to protect the tanks from ultraviolet light during the extended time that the shuttle spends on the launch pad prior to launch. Because this did not turn out to be a problem and to reduce weight, Lockheed Martin ceased painting the external tanks beginning with STS-3, leaving the rust-colored spray-on insulation bare, saving approximately 272 kg (600 lb) of weight."