-
Posts
7,562 -
Joined
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Gargamel
-
That was actually one of my first thoughts, after the epic fear, when I saw this.
-
I actually haven't dealt with shapeways yet, as I have my own printer, but if it's anything like every other 3d printer out there, they should be able to reduce the size significantly.
-
Remove reentry affects during ascent?
Gargamel replied to Cloakedwand72's topic in KSP1 Mods Discussions
OR when I use MJ, (At least with my build of MJ), Terminal velocity does werid things, so I just limit my accell to 20-25 m/ss. You'll get some shockwaves, but no overheating. It also let's you carry less fuel if you have first stage boosters. As they Accelleration passes 25 m/ss, Mj will throttle back the liquid fuel engines, sometimes cutting them off completely. This extends your liquid engines range during ascent. -
I think this game should have been written in Java with OpenGL
Gargamel replied to Xyphos's topic in KSP1 Discussion
Seriously, if you have complaints about how/why Squad did what they did, go and do it yourself, then when you're rolling in the riches, you can say "See, I told you so". This was a pet project that got way out of hand in a very Kerbal fashion. All the more kudos to Squad, who are basically a garage startup company, who rarely actually meet face to face from what I can tell, for making such a fun and fascination game. -
DeltaVee program for graphing calculator
Gargamel replied to AbacusWizard's topic in KSP1 Tools and Applications
Very cool. I have since lost my ti-85 *tears*, but that would be very cool. I don't think it would be a big step for you to produce this as a mod..... Yes MJ, KER, and other's do this for you already, but obviously there are purists that enjoy slide-rule-esque orbital mechanics, this would be the start of a cool mod. -
It wasn't just that one. They tested a large number of struts to failure and found quite a few failed well below certified rating. That is on the supplier. They have even stated they will be switching suppliers because of this.
-
Re-entry speeds too high
Gargamel replied to Exoversion's topic in KSP1 Gameplay Questions and Tutorials
That's what I was thinking. Sometimes When I have an over-pointy rocket reentering, I force it into a high speed tumble in high atmo before reentering, tumbling help adds drag and disperses heat build up. You'll eventually end up pointy end down, but much slower than before, and chutes will then handle the rest. Strategically placed drogue chutes can help force an oblique angle too. -
That may have worked for the Alpha versions... and probably beta (never played 0.90)... but In 1.x it's easier. 1) Manage your COM, have drag placed appropriately. 2) Don't over thrust, ease into orbit.
-
I don't play Elite, but When binge watching Youtube videos, usually starting with a bunch of Danny videos for laughs and then progressing to some more serious Scott Manley videos, I started watching one of Manley's Elite video's, and I think he mentions Jeb as an NPC.
-
Ahhh yes, Kerbal Physics. Right on then.
-
I just installed Kerbal alarm clock for the first time last week, after playing this game for 3-4 years now. I have already realized what I was missing. But to be honest, I think I would go crazy trying to manage all those SOI's, circulizations, aerobraking...... Pretty sure a couple would end up lithobraking.... My tinfoil hat is off to you good sir. That is a feat of logisitics.
-
They have a shapeways store, and there's quite a few models already on thingiverse if you want to print your own.
-
Exhaust stream doesn't heat anything ... why?
Gargamel replied to Azimech's topic in KSP1 Discussion
It used to heat stuff up, or at least damage parts. It's something that was removed. -
"Is it practical? No, who cares."
Gargamel replied to RandomName101's topic in KSP1 The Spacecraft Exchange
Search "WhackJob"... jaw drop. That's not practical. -
Navigating a station - Unable to make nodes!
Gargamel replied to DanHeidel's topic in KSP1 Discussion
Unless a) Your lander has the same mass as your science "wing" and you have a third lander on the 4th docking port we can't see...... This is going to be a real pain to fly. -
What is this in between you speak of? There is only the next mission, designing for other missions, and redesigning old ones.
-
Really, there is No way it will ever get off the ground........
Gargamel replied to Korizan's topic in KSP1 Discussion
Need moar struts. -
I really don't see this as a bug..... just really poor design on the users part. I mean, to think, that an explosive fairing enclosure should magically avoid every other part in it's line of fire. Seriously, you built the fairings to encompass only part of the ship. It's like a chicken laying an egg with the feet and beak sticking out through the shell. Of course it's going to go badly.
-
I don't have a ps4, so I don't even know if it's doable, but I doubt a lot of the modders would want to have to redo their work to make it work on the PS4. I love stock KSP, but mainly because I know I can change the game up at any time I want.
-
Once saw a physics Prof at CWRU that had a bumper sticker that said "If this car is blue, slow down". The car was red.
-
I ay never use these, but hey look awesome! Keep up the good work!
-
Exploration of Kerbol and heat management near it
Gargamel replied to lajoswinkler's topic in KSP1 Discussion
But wouldn't it still be pertinent if the code handling that is still there? I would expect such a "bug" or effect even would be very very low on their priority list. Without seeing anything else to the contrary, but first reaction would be the behavior would be the same. -
I was thinking that, but I didn't want to suggest it as it might make it to complex. If it is fairly simple, then It would definitely be a bonus. Having to make sure all your other launches avoid that location would make it more interesting.
-
I find it difficult to understand your arguments in the last part, in one section you argue that getting stuff to the proper orbit is nigh impossible, but in another you imply it's nothing to get these to orbit. I didn't consider stopping midway, but that would be easily accomplished. If you are spawning an object at X altitude, then it will (should) be trivial to have it spawn at Y altitude instead. As for collisions, there's no way for the game to model that, the physics engine limits us to a max ship size and spawn distance, this is just an idea to work around that limit while gaining the functionality and game play of an elevator. - - - Updated - - - But, on principal, I really don't accept any argument that says "But why?". Just look at the list of mods we do have, there are a lot of them that I ask Why? But there's many people that love and use those mods, and I would never tell them they are playing the game wrong by using those mods. - - - Updated - - - But any discussion that helps refine this idea into a workable project I do welcome. That's what these forums are for. Just maybe somebody will say, Yeah, that's doable......
-
To be honest, in a lot of my designs, I have had to transfer fuel from the lowest fuel tank to the highest in the ascent stage. This keeps my COM well above my COD. I use TAC fuel balancer for this, but I'd imagine you could do it manually in stock.