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Everything posted by Thobewill10
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[UNOFFICIAL/FANMADE] 0.17 Discussion thread
Thobewill10 replied to kacperrutka26's topic in KSP1 Discussion
That is just awesome. You rock. -
[UNOFFICIAL/FANMADE] 0.17 Discussion thread
Thobewill10 replied to kacperrutka26's topic in KSP1 Discussion
What about kuiper-belt objects, sometime in the future? Would those be something you\'re planning on? -
[UNOFFICIAL/FANMADE] 0.17 Discussion thread
Thobewill10 replied to kacperrutka26's topic in KSP1 Discussion
Yep. Looks cooll. -
[UNOFFICIAL/FANMADE] 0.17 Discussion thread
Thobewill10 replied to kacperrutka26's topic in KSP1 Discussion
Can you reupload that to imgur or something? I can\'t see it. [mod]Please snip images from quotes![/mod] -
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).
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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.
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Alternate spaceplane adapters Mk3AR and Mk2AR
Thobewill10 replied to rkman's topic in KSP1 Mod Releases
Thanks so much for this -
Very impressive. I\'ve never landed anything that big on the Mun before.
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Right click on your photos and click 'copy image url' and put that in the image tags.
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Pictures don\'t seem to work.
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[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
Thobewill10 replied to Tiberion's topic in KSP1 Mod Releases
Cannot wait for a 2m Odin! -
Nice work! I\'d be interested to know how you got to the Mun without a circular orbit.
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[0.16.0] Challenge: Build an SSTO Craft in .16!
Thobewill10 replied to RayneCloud's topic in KSP1 The Spacecraft Exchange
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. -
[0.16.0] Challenge: Build an SSTO Craft in .16!
Thobewill10 replied to RayneCloud's topic in KSP1 The Spacecraft Exchange
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) -
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
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Quoted from Harv
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Experiments in artificial gravity. My test subject: Bob. Approaching GravSat 1 Contact Crushed under way too many G\'s. From a distance
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[v0.17] Damned Aerospace Version 1.5.3 + Crewtank
Thobewill10 replied to DYJ's topic in KSP1 Mod Releases
That\'s brilliant! -
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.
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did the game look better a long time ago?
Thobewill10 replied to GalaxyGryphon's topic in KSP1 Discussion
Yes. That is max. -
did the game look better a long time ago?
Thobewill10 replied to GalaxyGryphon's topic in KSP1 Discussion
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) -
How do I share my ships with other people?
Thobewill10 replied to _Aramchek_'s topic in KSP1 Gameplay Questions and Tutorials
Oh, wow. I missed the bulk of the question in my response. Thanks for getting that -
did the game look better a long time ago?
Thobewill10 replied to GalaxyGryphon's topic in KSP1 Discussion
Are you on the paid version? The demo version still has terrain #2. -
did the game look better a long time ago?
Thobewill10 replied to GalaxyGryphon's topic in KSP1 Discussion
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.