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Everything posted by Majorjim!
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totm june 2018 Work-in-Progress [WIP] Design Thread
Majorjim! replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
I suspected that was what you used but its hard to tell from that pic. Good job on making that bit look 'not stock'! -
totm june 2018 Work-in-Progress [WIP] Design Thread
Majorjim! replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
The rocket on the left? those two parts below the pod?? Mods or did you change the part size? Its hard to see from the picture. Could be backwards batteries but not sure. -
Hi Pawelk198604, I know this well.. In my teens I had it often, three times in one year and on and off for 5 years. It sucks but I didn't have surgery and it has never returned. Go see the doc if you haven't already. I don't think docs like to remove them anymore. If you dont mind me asking, how old are you? Have you had it before? MJ
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Where's KSP going?
Majorjim! replied to Kerbonautical's topic in KSP1 Suggestions & Development Discussion
Not for many players. The actual exploration is what makes this game exciting. Its the whole point of the game. Personally I think Squad are making a big mistake turning the game into something like a real space program with the same problems such as money. Building ships, testing and learning how to travel to the planets and get back is what is fun. Anyone playing this game under the restrictions of budgets and contracts and science points is going to miss a huge amount of the game in simply giving up after a while. They will miss out on some amazing gaming moments. Don't give us restrictions. We have enough of those in real life ffs. I bet not one of the people on this forum will ever go into space. I also bet each and every one of them would give their left leg to do so, me included. The reason we all cannot get into space is due to the restrictions our current reality put on us. Why put the similar restrictions in a game? It seems that Squad are limiting a players ability to explore. Which leads me to believe they are not concerned with enhancing exploration which will kill this game plain and simple. You may not agree with me. Just wait and see. it will happen. And I will cry. MJ -
Where's KSP going?
Majorjim! replied to Kerbonautical's topic in KSP1 Suggestions & Development Discussion
So why add it if it does little to change the game. This is my point exactly. They are wasting time on 'pointless' features. There are much easier ways to introduce new players to the game. Why didnt they finish the tutorials and then put effort into enhancing exploration. We could already be at game release and Squad would be able to work on massive changes that at this rate I dont even think will happen. I know my opinion wont be popular but this is how I feel. MJ -
Where's KSP going?
Majorjim! replied to Kerbonautical's topic in KSP1 Suggestions & Development Discussion
Hi Wack, I see contracts and budgets as 'restrictions'. The game is about exploring. All of Squads time should be spent on making exploration more exciting and rewarding. Not worrying about RL crap such as 'money' and 'jobs'. It should be fun plain and simple. Budgeting is not fun. Squad please, please put more effort into the planets and muns. Give us more reasons to go there and stay there. Make them more numerous and surprising. Dont turn KSp into a spreadsheet.. MJ -
Thanks mate. It can be tricky, and it doesn't seem to work with all decouplers and engines. Place engine, then small blue decoupler (seems to work best with this one) then place a tank in the 'higher' Position of the decoupler. Then remove the tank. If you are lucky when you remove the tank there will be no fairing. Or you could save a lot of time and download my subassembly engine stack. It has different engine and decoupler a in a stack. Simple remove the one you want. MJ
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The only problem with that configuration is that it raises the height of the CSM. Plus you still have that horrid stock fairing. Honestly, try my no stock fairing teqnique and the action Grouped docking port release. You can map the fairing release to The same action group too.
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You can try my 'No stock fairing technique' in GusTurbo's Open Source Construction Techniques for Craft Aesthetics thread. That and you can action group the docking port release for the LEM and CSM connection. MJ
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Just my opinion mate. Don't confuse yours with the truth. It was called Asteroid Redirect Mission because it was basically a pre-release DLC+ update= not weird.
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Its just weird to me. I was curious as to why.
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Why does an update need a name? Did any others have a name?
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Should Squad update the start screen?
Majorjim! replied to Majorjim!'s topic in KSP1 Suggestions & Development Discussion
Yes I mean the first menu screen. Nah, I like it, you are too impatient. -
Should Squad update the start screen?
Majorjim! replied to Majorjim!'s topic in KSP1 Suggestions & Development Discussion
Yeah I like the idea of seeing flags you have planted in the start screen! Also the different scenes from the solar system would be great too! And very inspiring. Sorry Woopert no screens other than the ones that can be seen by an online search. Have you seen the movie? -
Hi all, I was Watching the movie MOON and admiring all the lovely Moon visuals. It got me thinking about how pretty the KSP Mun looks now and wondering why they don't create a nicer start screen. The Mun background looks dated now. I have no idea how hard this would be and I know its a very minor thing but it is the first thing you see when starting KSP. It should be spectacular. Any thoughts? MJ
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Majorjim's stock craft repository
Majorjim! replied to Majorjim!'s topic in KSP1 The Spacecraft Exchange
Hi all, I added my new three Kerbal DreamChaser and Sea-Plane. Thanks! MJ -
Three Kerbal SNC 'DreamChaser' and Atlas V variant
Majorjim! replied to Majorjim!'s topic in KSP1 The Spacecraft Exchange
Thanks Claw, I will add some more tomorrow and maybe a video too. Have fun! -
Three Kerbal SNC 'DreamChaser' and Atlas V variant
Majorjim! replied to Majorjim!'s topic in KSP1 The Spacecraft Exchange
Thanks Gus! I'm hoping people wont find the first stage too much of a handful. She will want to rise up or down during the turn so little taps will keep it on track. If you test it let me know how you get on. -
Three Kerbal SNC 'DreamChaser' and Atlas V variant
Majorjim! replied to Majorjim!'s topic in KSP1 The Spacecraft Exchange
Hi spaceman1999! The nose is made from the 'Standard NC' nosecones. And are you working on one too? -
Three Kerbal SNC 'DreamChaser' and Atlas V variant
Majorjim! replied to Majorjim!'s topic in KSP1 The Spacecraft Exchange
Ok, I see. I will see if I can make it like that. I do like the boosters too, they add some drama! -
Three Kerbal SNC 'DreamChaser' and Atlas V variant
Majorjim! replied to Majorjim!'s topic in KSP1 The Spacecraft Exchange
Cool, thanks Woopert! Seeing as no real one has been launched one with boosters is just as likely. MJ -
Hi all, I have FINALLY finished my three kerbal DreamChaser! Phew. I am using the Mk3 Cockpit which is very heavy. Making this thing glide was a real headache! I solved it with lashings of clipped wings and reaction wheels and as the KSP aerodynamic model is so simple This is sadly the only way to make a lifting body type shape in KSP. This will exist alongside my much smaller single Kerbal DreamChaser as that one is fun to fly too! I made a simple Atlas V to launch the DC into orbit. I have seen pictures of the DC atop an Atlas V with and without boosters. This one is using two SR boosters and cannot lift off without them. The RCS ports are placed correctly for even translation when docking. Its a fun craft to fly and very satisfying to land! To the pictures! HOW TO FLY -Throttle up to max, ASAS on, press space -Stage SRBs as soon as they burn out -Start a slow turn east @180 m/s **(Due to the number of wing surfaces needed the turn needs a gentle touch) -Aim to reach 500 m/s at 45 degrees -Turn towards horizon as speed increases -Ditch Second stage core when depleted -Turn just below the horizon for the third stage -Stay around 130,000 ap -Keep pe just below pe and ditch third stage (This will result in no debris) -Use the motors on the DC shuttle to circularize and then for reentry -As long as you time your reentry correctly it is quite easy to land Good luck! Thank you for looking! Please do let me know if anyone encounters any bugs or problems. MJ DOWNLOAD
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What is your wierdest/funniest glitch/bug in KSP?
Majorjim! replied to BadRocketsCo.'s topic in KSP1 Discussion
activating a Kerbals EVA suit will render him immune from all impacts. Its the ultimate escape system!!