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Thobewill10

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Everything posted by Thobewill10

  1. What about kuiper-belt objects, sometime in the future? Would those be something you\'re planning on?
  2. Can you reupload that to imgur or something? I can\'t see it. [mod]Please snip images from quotes![/mod]
  3. If it\'s similar to earth, it\'s not intentional. The map was not designed by anyone; rather, it was generated using a script (see this page).
  4. What you want to change in the CFG is 'rescaleFactor' (or add it in if it\'s not there) to 0.5 or 0.35, though I\'ve heard this causes errors.
  5. Very impressive. I\'ve never landed anything that big on the Mun before.
  6. Right click on your photos and click 'copy image url' and put that in the image tags.
  7. You and WhiteOwl are the best KSP commentators. Can\'t get enough of your minimalistic rockets and your accent.
  8. Nice work! I\'d be interested to know how you got to the Mun without a circular orbit.
  9. I think mine is free from that, as I almost never had occasion to use low throttle. As for flight instructions... 1. Switch on the jet engines 2. Wait until they are at full power 3. Release the Hawk! 4. Pitch up until you are vertical. This is one of the reasons it has only minimal wings--so it doesn\'t flip. 5. Start pitchover at ~10000 m. 6. At around 15 km, ignite the aerospike engine 7. At 20 km, turn off the jet engines 8. keep pitching over until apoapsis is at ~100 km. 9. circularize, deorbit, whatever. A few pics of deorbit and reentry, since i missed taking pics before. I mistimed the deorbit and had to use my jet engines to keep going, but i had plenty of fuel to compensate for errors. This could glide back if you wanted it to. On a deorbit trajectory: In upper atmo Falling short, so engines ignited Gliding once more Aerospike burns out; only jet engines remain: Front view Gear deployed: coming in for a landing Gliding in Any landing you can walk away from... I came in with a bit of roll and knocked off a wing. Still, it came to a stop on the runway and Jeb lived.
  10. Did this three days ago: can get into an ~100 km circular orbit with oodles of propellant to spare. Pretty simple design with a bunch of ladders for Jeb to climb all over. Images On the pad: In orbit. It uses the new launch clamps. It can take off from the runway, but the launch clamps are so f\'ing cool. 8)
  11. Can you link to that mod? Also, the arrival of crew 3 to Munar station Artemis brought something fun for jeb to play with. Crew total: 9 Expected future occupancy: 51
  12. Experiments in artificial gravity. My test subject: Bob. Approaching GravSat 1 Contact Crushed under way too many G\'s. From a distance
  13. The problem here is that the planet was not hand-crafted by the devs; rather, it was generated with a script, found here: http://libnoise.sourceforge.net/examples/complexplanet/index.html.
  14. The old terrain engine was dropped because it had a ton of errors (such as the infamous dark-side minefield) and precluded a night/day cycle for Kerbin. The update to the .10 terrain engine allowed the Mün to exist at all, and allowed Kerbin to rotate. Mün looks a lot better under the .14.2 terrain, imho, with higher peaks, darker maria, and striking features (the far-side canyon, for one)
  15. Oh, wow. I missed the bulk of the question in my response. Thanks for getting that
  16. Are you on the paid version? The demo version still has terrain #2.
  17. No. It did not. Old: (since 0.7.3) Crappy water, crappy coliders, and a monochromatic low-res tiled green for the whole planet. Demo: (added in 0.10) Not perfect, but more reliable, stable, and definitely much better looking Paid (added in .14.2) Absolutely gorgeous. Ice caps and forests added. I\'ve been playing since 0.85, and the terrain has definitely improved. A ton. The newest update to it is simply amazing.
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