

Toshogu
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Everything posted by Toshogu
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Toshogu replied to Starwaster's topic in KSP1 Mod Releases
... so far looks good. gonna ramp up the modifiers to my normal 1.12 and see what happens.- 5,919 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Toshogu replied to Starwaster's topic in KSP1 Mod Releases
Just to clarify I am using the cfg included. and I guess to use correct terminology. Something has changed between the interaction of FAR and DRE, that the ablative material is being chewed threw at an amazing rate. so much so that I need to double up on heatshield for even simple LKO re-entries.- 5,919 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Toshogu replied to Starwaster's topic in KSP1 Mod Releases
Been using DRE with Ferram for a while now. Just updated everything and for some reason the heatshield "health" is being chewed through amazingly quickly so much so that I have not been able to land with an intact heat shield from even low orbits 80k and entry from 40k 30k 20k and all points inbetween. Is has something changed between the two modules that are causing incompatibilities? Cause before I'd usually be able to touch down and my heat shield would have a couple bits of health still left. Now it just burns up and I have to rely on the pod's head shield and even that takes a huge health hit idk.. something has changed.- 5,919 replies
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The way the technology progresses doesn't make any sense to me.
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Dear KSP development team, One feature I would like you guys to consider seriously that in my opinion would be relatively simple to implement. Is to make the easter eggs hidden around the solar system movable. Give them a weight and make it so you can grab them and move them. This would give another dimension to the game, you would have the option of retrieving them and putting them where you want to. Make different sizes, different weights or make them all the same weight, doesn't matter. But either way COLLECTING things is always fun, and the challenge of grabbing a 2ton obelisk off of eve, and returning it to kerbal would be great. Best regards.
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so basically what you want is Kerbal on Easy/Godmode/dumbed down. Leave the stock game as they see it so far. It's realistic enough to keep the sims happy, and easy enough for everyone else. If you want the game easier than what it is now, that's what MODs are for. I'm sure someone has a mod out there that completely overhauls the engines or gives you a bunch of OP engines, and procedural fuel tanks that will eventually be tweakable to the point of broken. Till then just leave KSP headed in the direction it is going, one of the few games being made that still takes a bit of brain power to play.
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0.22 question: How will anomalies affect science gain?
Toshogu replied to Gojira's topic in KSP1 Discussion
I would like to see some of the anomalies like the obelisks to have varying weights and also be movable. That way if I so choose I can try to recover them and bring them to the launch center. -
ALSO... it made me use higher math that I haven't used since highschool. Always thought calc and trig were useless. 16yrs out of highschool, never used it once. To play KSP you have to use alittle bit of it here and there =P
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KSP has made me really appreciate what NASA has done before my birth, and within my lifetime. They literally pull off the impossible time and time again. I am still trying to hit Duna. Interplanetary transfers are a bitch. Also KSP has made me appreciate the absurde abuse of Energy in science fiction movies. Look @ the recent movie elysium. They had a man portable missle that could reach orbit. and even the Hoopty mobile the ghetto rats had could get to LEO no problems. That is an abuse of energy.
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When someone says "that is very Kerbal" I usually take it as "Jerry rigged contraption that is unsafe to operate, but has a 40% chance of working correctly" Basically, if your friend says, "dude my car is way Kerbal" don't get into his car.
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[MISSION LOG] Jank Co. Aerospace Division IKSA (img Hvy)
Toshogu replied to Toshogu's topic in KSP1 Mission Reports
New episiode -
Mission 5 & 6: Scientific breakthroughs and disaster strikes home Objective: Testing of Re-entry mechanics, test of first orbit capable spaceplane Background: A recent breakthrough in the newly discovered field of thermodynamics may allow for safe re-entries. The scientific community is convinced that the original discoverer "Ialdabaoth Kerman" may have forgot to carry over a decimal point, and that his calculations are off. The scientists are calling it The Law of Thermodynamics 2.3. JCAD looking to re-establish it's ability to run manned missions again immediately puts together an unmaned pod and launch it to test this new paradigm. While space flights were suspended JCAD engineers began development on Space planes. Dubbed Spirit of Kerbal the Mk. I-III were overly large and complicated only able to attain ballistic trajectories. In a brilliant yet counter intuitive moment of genius Toshogu Kerman declared "LESS IS MORE!" and proceeded to strip the design to it's bare minimums. Spirit of Kerbal Mk. IV was born Vehicle Series: UMP Mk. I & Spirit of Kerbal Mk. IV Pilot: Jebidiah Kerman Complete Log of Previous Missions
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Been trying to get this mod to work, only installed it since .21. The single man Pod w/ heatshield and parachute keeps burning up I've tried re entry from 150 to 0 and pretty much every variation inbetween 60k to 55k etc. etc.. etc.. all results in me burning up my pod. Is this compatible with .20? I have nothing aside from deadly reentry that messes with anything. All mods I have are just parts Lazor docking cam, lazor cam, grapple hook, kethane, stuff like that. Aside from my problems, has there been any talk of a .21 release for Deadly Re-Entry?
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Destroyed another space station by hitting Shift instead of Alt
Toshogu replied to Superfluous J's topic in KSP1 Discussion
Remember 2+ decades when they had things like keyboard maps? why not make one for ksp and stick it on your keyboard? Or superglue a thumbtack on shift and cnrl? -
[1.0.x] KSP Keyboard Map v2.5 - Old School Gaming (Aug 5)
Toshogu replied to TriggerAu's topic in KSP1 Tutorials
OH ****!!! gj, haven't seen one of these things in ages. Mods need to sticky this! -
Yeah, I tried again using your base line. But no matter what is going on I'm burning up once I hit the second layer. I'm not using FAR or any other "flight mod" aside from Deadly Re-entry. I've got, Kethane, Mapsat, Procedural Fairings, Procedural wings, and a couple more, I'm not home right now, so I don't remember everything I have. But all of it is just really parts and nothing that I have aside from deadly re-entry messes with physics or flight stuff. Is there a list of known mod conflicts for this mod?
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Question on fuel balancing
Toshogu replied to Isamin's topic in KSP1 Gameplay Questions and Tutorials
If you want the two jumbo tanks to empty simultaneously then all you have to do is add a fuel connector that goes from the lower to the upper. That way as the top one drains the bottom one will fill it. I use this trick for all my airplanes. All the tanks will drain evenly preventing odd shifts in COG. No need to use mods or stupid things like that. Fuel Lines are your friends. -
welp 29k altitude, speed 2130. [pd destrpued/ 150 to 35 no joy 130 to 35 dada
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WTF is... Terminal Velocity?
Toshogu replied to cy-one's topic in KSP1 Gameplay Questions and Tutorials
Terminal Velocity is the fastest an object can fall toward the surface of a planet. i.e. a feather has a slower terminal velocity compared to a bowling bowl. a bowling bowl will have a slower terminal velocity compared to an object of the same mass, but with an aerodynamic shape. That same feather on earth will have a different terminal velocity on the moon, and because there is no air on the moon have the same terminal velocity as the bowling bowl. Terminal Velocity = maximum speed **** can fall on a given planet -
yeah unfortunately I don't have the ability. k.. when you first hit the upper atmo the really thin stuff, what speed you going? I'm usually @ 2300ms. by the time I hit the 2nd layer I'm @ 1800ms. Even if I take my speed and burn retro at the begining of the thin stuff and get to like 1500ms then ditch engines, I'll still hit the 2nd layer @ around 1800 and still burn up. What speed you guys hitting the 2nd layer @?