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Everything posted by lyndonguitar
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[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
lyndonguitar replied to nobody44's topic in KSP1 Mod Releases
when I press F2 to remove HUD, the MC stays there. any fix? -
[0.22] Extraplanetary Launchpads Legacy Thread
lyndonguitar replied to skykooler's topic in KSP1 Mod Releases
gonna post my question again, What version Kethane does this work with? 0.50? 0,44? perhaps older? -
Way to remove broken or "dead' struts?
lyndonguitar replied to lyndonguitar's topic in KSP1 Gameplay Questions and Tutorials
Yea, I did that, But I do not get the point where they weld, Does it is function like a strut? only invisible? or is it more of a radial attachment thing(like KAS) where you have full control? -
Way to remove broken or "dead' struts?
lyndonguitar replied to lyndonguitar's topic in KSP1 Gameplay Questions and Tutorials
Thanks guys! I installed Lazor, deleted the unnecessary/unrealistic features, Now I can do more things in EVA!! Never thought Lazor was THAT useful. One last question... How does the "weld" function works? I don't seem to get it -
Way to remove broken or "dead' struts?
lyndonguitar replied to lyndonguitar's topic in KSP1 Gameplay Questions and Tutorials
I don't want to use any of the other lazor features, only the EVA part. Is it possible? how do I do that? -
[0.22] Extraplanetary Launchpads Legacy Thread
lyndonguitar replied to skykooler's topic in KSP1 Mod Releases
you would lose the point of having a "self-sustaining" colony on a far away place lets say on jool, You will still need to launch from Kerbin. But having this as an alternate feature would be good. -
[0.22] Extraplanetary Launchpads Legacy Thread
lyndonguitar replied to skykooler's topic in KSP1 Mod Releases
I've been waiting for this for a long time, Woo!! time to rejoice!! as said above, compatible with kethane 0.5?? and by chance is it possible to have an orbital space center? -
[WIP Plugin] Extraplanetary Space Centers!
lyndonguitar replied to skykooler's topic in KSP1 Mod Development
OH MY GOOD LORD, I'm very excited.!! -
How do you make a modular land base?
lyndonguitar replied to lyndonguitar's topic in KSP1 Gameplay Questions and Tutorials
I've been thinking of using this, Is this stable to use? "permanently" docking your base together using this won't break it? I might return one day and see my base all bugged up. Actually I had suggested to the Dev there to put a Docking Strut style Attachment System, kinda like KAS but specializes on Docking Bases, not a rope, but a rigid object -
I must say, this is great, but maybe there is one bug or flaw, It's hard to know which are hatches and which are not, Someones I will put a docking port above a hatch and Kerbals can still go out on that hatch. And It's not that flexible on stacking the modules together because in some instances hatches will be and must be blocked. for example the logistics module cannot be stacked. it must be in the end like the Airlock, because one node has a hatch and the other one not. so you will end up blocking a hatch if you try to stack them. and pressing "EVA" on a kerbal on that module will magically transfer the kerbal outside the already blocked hatch. My suggestion is to remove the top/bottom hatches all together and put a "emergency hatch" on the sides like in the Karmony Mk II Module. That way we can have a real use for the Airlock Module
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I want my land bases to appear as "one vessel", like a Modular Station. however connecting things on land seems a bit harder. My modules are all scattered around and It fills up the tracking center of land bases The reason for this is because I don't like to launch a unrealistic-already-connected-land-base from kerbin without fairings, I want them to be modular, constructing them one launch at a time. Is there someone who have some modular land base craft files I can look into as an example? I found some pretty cool pics around here but no craft files like this one but with a more optimized part count
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[0.22.X] BobCat ind. Historical spacecraft thread
lyndonguitar replied to BobCat's topic in KSP1 Mod Releases
Anyone has an album on the American Pack? -
I am trying to do a simple B9 Aerospace themed Space Shuttle(NOT SSTO), where most of the vessel is just cargo bays, That is using disposable tanks go to up, then using the shuttle's engines to maneuver around orbit and reentry. I want to be as compact as possible like irl I'm always short of fuel on the shuttle itself. Anyone here has a good design I can look into as an example? Here is mine.
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Anyone built a functional Skylon? (B9)
lyndonguitar replied to White Rider's topic in KSP1 Discussion
Can it reach orbit? -
[0.21] Simple Part Organizer (v0.250)
lyndonguitar replied to Mr Shifty's topic in KSP1 Mod Releases
Wow this looks handy! -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
lyndonguitar replied to ferram4's topic in KSP1 Mod Releases
I am using mechjebs auto-land feature for my Vertical Landing Capsules and it works pretty accurate, however if I use this will Mechjeb still calculate the predicted landing site properly?- 14,073 replies
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- aerodynamics
- ferram aerospace research
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Sun synchronous orbits
lyndonguitar replied to Splode's topic in KSP1 Gameplay Questions and Tutorials
This is similar to the langrage points also, please update us if Alistone's suggestion worked, might be a great workaround for some langrage points as well -
[1.1.3] Large Structural Components [24th August 2016]
lyndonguitar replied to udk_lethal_d0se's topic in KSP1 Mod Releases
I have to say, I liked the old Cupola model and the Fuel Tank model, nevertheless these ones are still awesome! -
Well to each and their own preferences, some people like carefully balanced and specialized engines, some people like to make their own configurations instead.
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Problem getting into space.
lyndonguitar replied to DevilsRift's topic in KSP1 Gameplay Questions and Tutorials
Maybe he got the wrong idea of space as having "zero-g" or "no gravity", That once you go out of the atmosphere into space, even vertical upwards going, You will suddenly float once you get past that boundary. That is very wrong. To achieve proper orbit you need enough horizontal speed, or "sideways" speed, Being in high enough altitude or in "Space" doesn't make you automatically float around, infact the only reason we need to be in space to have a proper orbit is because horizontal speed doesn't slow down there unlike while in an atmosphere, there's air particles to slow you down. In fact If there's no atmosphere you can freefall around for a decent amount of time even at very low altitudes Try this interactive animation, http://waowen.screaming.net/revision/force&motion/ncananim.htm Imagine your rocket as the cannon ball, and the launch pad as the cannon, the only difference is that the cannon fires horizontally already high up, while your rocket starts from the ground, so you need to go up first. Thats how you achieve orbit, You just free fall for a very long time because your horizontal movement counter-acts the vertical movement that it would appear as you are staying afloat, not falling to the earth straight down like you should expect