JakeGrey
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Everything posted by JakeGrey
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Maybe they're just getting used to this space-travel thing.
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Hmmm. I don't have anything specific in mind, but if you'd be so kind as to glance over The Next Frontier (link's in my sig) and see what jumps out at you for the Starfarer 1 mission I'd be very grateful.
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"Fuel Crossfeed Capable" Parts
JakeGrey replied to JakeGrey's topic in KSP1 Gameplay Questions and Tutorials
Fuel Balancer it is, then. Much obliged. -
"Fuel Crossfeed Capable" Parts
JakeGrey replied to JakeGrey's topic in KSP1 Gameplay Questions and Tutorials
@Smidge: The current model uses some B9 parts with oxidiser as well as fuel in the centre section. And yes, those are droptanks; they're from Firespitter, and an interim solution until I get around to hacking together an update to BFT Conformal Tanks. @Taki: I haven't managed to test it thoroughly enough to know whether it's going to be a problem. Do I need to run a fuel line directly from the wing tanks to the centre fuselage or can I use two shorter connections from one tank to the wing and then from the wing to the other tank? -
I've been trying to design a spaceplane, and the design I've settled on looks like this. Once I'd sorted out the design flaw that the astute forum-goer will doubtless have seen already and a couple of less obvious ones, I got a semi-successful design off the runway... and immediately ran into a problem. The rocket motors are only accessing the wingtip tanks. What do I need to do to remedy this? Can I connect a fuel transfer pipe to the wing, or do I need to grab the Fuel Balancer mod?
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What will be the first thing you will do in 0.23?
JakeGrey replied to astropapi1's topic in KSP1 Discussion
Probably keep doing what I'm doing; try to put a working SSTO spaceplane into orbit, advance the tech tree until Mechjeb's ascent guidance function comes back or both. -
Depending howe you want to look at it, either sitting on a chunk of spaceplane wreckage waiting for the Coast Guard to pick him up or in the next solar system over.
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Cross-posting to some other forums and possibly some other fanfiction sites might help.
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The TV Tropes entry for KSP has a link on the Fanfic Recs sub-page.
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I commend your willingness to take the initiative, but I'm not honestly sure what problem this is supposed to solve given that we already have a whole section of the forums dedicated to fan-works, and a high degree of integration with Imgur.
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Is there a song that seems to be a theme for your Kerbals...?
JakeGrey replied to Fizwalker's topic in KSP1 Discussion
Ever since I saw that mockup KSP movie trailer a while back, I've found this song seems to fit quite well. http://www.youtube.com/watch?v=ru8vvoS9OT0 -
SSTOs! Post your pictures here~
JakeGrey replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
Cross-posted from its own thread: -
Digital "Gee Force" Readout
JakeGrey replied to plainawesome's topic in KSP1 Suggestions & Development Discussion
You might also try the SteamGauges mod, though I've found they need a lot of screen real-estate to be useful. -
Cross-posted from its own thread here:
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.craft file Mods used: B9 Aerospace (most of the plane) KW Rocketry (the rocket motors and nosecones) Vanguard EVA Parachutes LTech instruments RealChutes Aviation Lights FAR (optional) Action Groups: 1. Toggle ladders. 2. Log instrument readings. 3. Airbrakes. 4. Activate cameras. 5. Toggle jets. 6. Toggle rockets. 7. Raise/lower solar panels. 8. Drag chutes. 9 and 10: Flaps. (FAR only.) Abort: Eject crew. In-universe, this was originally something Wehrner and the rest of the Jet Propulsion Lab team were working on for the Air Force for a new bomber. They didn't end up taking it on for one reason or another, but some unsung genius noted the prototype's impressive operational ceiling and thought, "I wonder if we could nudge her up past the tropopause with a couple of rocket motors..." There's plenty of room for underwing stores, and my medium-term aim is to use it as a delivery system for probes and satellites, maybe small landers once I unlock docking ports in career mode. Testing is however currently on hold until my new joystick arrives; I don't know if it's my piloting or a flaw in the design, but as soon as I haul back on the stick she attempts to perform Pugachev's Cobra and slams arse-first into the runway. Anyone better at this game want to take it out for a spin?
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Support for open-source linux drivers
JakeGrey replied to MR4Y's topic in KSP1 Suggestions & Development Discussion
Sorry to burst your bubble, chum, but it's not 1995 anymore; Linux distros that require a degree in Computer Science to get any use out of are now a distinct minority, and you don't even need the command-line for basic operations in most of them. -
[1.0.x] KSP Keyboard Map v2.5 - Old School Gaming (Aug 5)
JakeGrey replied to TriggerAu's topic in KSP1 Tutorials
Great work; I may have to borrow a printer and run these off. It's certainly handier than frantically scrolling through a PDF file on the netbook in my lap as Jeb drifts away from the capsule. -
Spaceplanes start from SPH Apron
JakeGrey replied to NQMT's topic in KSP1 Suggestions & Development Discussion
That's a good idea actually. Especially since there are long-term plans for weather conditions; you could pick which runway to take off from according to the current wind conditions. -
Here at the school my mother teaches at, I found a student...
JakeGrey replied to Whirligig Girl's topic in KSP1 Discussion
Don't SQUAD have a branch office in the US somewhere? And software or web development is ideally suited to telecommuting anyway. -
A few times in the demo, but by the time I forked out for the retail version I'd learned better. Though there have been a few occasions where I convinced myself I didn't need parachutes because the lander had more than enough fuel. only to find that it kind of did. Still brought the capsule and science bay back in one piece though, even if the rest of it ended up being driven several feet into the ground.
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I was just about to suggest something like that, although with the qualifier that it should be possible to automate some aspects of inventory management; something simple like "if quantity of [component] falls below n, order n more if we have enough ready cash" would be enough. I think this is an intended feature judging by the presence of the currently non-functional "quantity in stock" indicator. And I personally think the space centre view should function a bit like the original X-COM's Geoscape, where time is sped up until some sort of event happens -researching something is complete, a craft's about to reach a manoeuvre node- that needs the player's attention. EDIT: On further reflection, I think if SQUAD were to take that approach then it would be a good idea to have the ability to turn time-acceleration on while working in the VAB or hangar.
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My take on the KSA has them as a mostly civilian organisation except possibly for Wehrner; the backstory to my fanfic series actually has Jeb as an airline pilot before he had to take over the junkyard full-time after his dad died. Haven't settled one one for the other two yet.
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I don't think I'm up to being a full-timer but I don't mind contributing the occasional piece to the headlines. Oh, and does the "no real companies" rule include companies the contributors personally own and operate?