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SpaceGremlin
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KSP2 Release Notes
Everything posted by SpaceGremlin
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Yes and no. If a new player is introduced to MJ too early they can become hopelessly dependent on it. They should at least learn and be familiar with the basics, such as orbiting, Hohmann transfers, and landing on the Mun. Then Mechjeb becomes a great tool to help them to learn docking, precision landing, or interplanetary transfers. Much like the upcoming tutorials, players need to figure out at least some of it on their own. If you handhold them all the way you rob them of the lightbulb moments that make KSP fun.
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Strut everything together. For big rockets I like to run some struts along the entire length of it to reduce loading on the middle connections. If my weak joint is a tank-decoupler-engine-tank sequence, I'll place small cubic octagonal struts on the fuel tanks above and below and strut them together. Or if I haven't unlocked the small cubic strut I'll just strut both tanks to the decoupler.
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Help with FAR Rocket
SpaceGremlin replied to Ringkeeper's topic in KSP1 Gameplay Questions and Tutorials
You might actually want to move your center of mass higher. Rockets want to fly heavy end first. The further apart the CoM and center of pressure the more stable it will be. -
Throttle Controlled Avionics 1.4.1 [0.90] (5 January '15)
SpaceGremlin replied to qfeys's topic in KSP1 Mod Releases
Just tried this mod today, and I love it already. Whipped a VTOL together in 30 seconds and landed on the VAB with no trouble at all. A few things though: It should default to off, I don't need it for most launches. It would also be nice if it gave some indication of what state its in (like changing the icon color on the toolbar). -
What if Jeb got promoted!? What would his name be?
SpaceGremlin replied to SpacedCowboy's topic in KSP1 Discussion
Spectres. With obligatory 'k' in place of the 'c'. -
You don't need to counterweight your payload like that, just fly with unbalanced RCS and add in some reaction wheels to muscle it around. Or if you're dead set on keeping your RCS balanced, you could save a lot of weight by running some girders from your orbital insertion stage up alongside the payload and placing RCS on that. You can then strut the payload down from the girders to stabilize it.
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Stabilizing a Docked Ship for Flight
SpaceGremlin replied to Project Pluto's topic in KSP1 Gameplay Questions and Tutorials
Disable extra reaction wheels, if you have multiple reaction wheels spaced far apart (particularly if they are on both sides of a docking connection) they will bend your ship. -
Is there a mod that allows me too...
SpaceGremlin replied to vetrox's topic in KSP1 Mods Discussions
Kerbal Attachment System has this to a very limited degree. You can add/remove many small parts from ships while on EVA. It even has struts for strengthening docked ships together. -
Start with what you know is stable and add mods one at a time. Check how much memory KSP is using as well, it will crash if you exceed roughly 3.5 gigabytes (you'll suffer some drastic performance decreases as you approach that cap too). If memory usage is the problem, try using this texture compressor. You trade a little bit of graphical quality for vastly more efficient memory usage. I'm able to run B9, Lack Luster Labs, KSP Interstellar, KW Rocketry, KAS, and Kethane all at once. You could also just set your textures to half resolution in your options menu, you get a similar effect but with less gains.
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[1.2] Procedural Fairings 3.20 (November 8)
SpaceGremlin replied to e-dog's topic in KSP1 Mod Releases
Suggestion: a display in the VAB/SPH that shows the fairing dimensions. -
Mods: Which ones do you like/hate?
SpaceGremlin replied to InterCity's topic in KSP1 Mods Discussions
Currently using: B9 Aerospace KW Rocketry FAR KAS Kethane TAC Fuel Balancer Mechjeb Lazor Docking Cam Hooligan Labs Airships Procedural Fairings One mod that I want to like is KSP Interstellar, but I removed it from my install because its rather clunky at the moment. Too much extra stuff that I won't use (like the methane rocket) or don't want at all (like being required to use precoolers or my jets overheat). It really should be split up into smaller mods at this point, its suffering scope creep. -
Mod Recomendations??
SpaceGremlin replied to Zeniden's topic in KSP1 Gameplay Questions and Tutorials
Hooligan Labs airship mod. Some of the balloons unlock very early in the tech tree, and you can use them to easily access the many biomes near the KSC. You can clean science out of the KSC, launch pad, runway, shores, water, grasslands, and highlands. That provides enough science to unlock parts for easy Mun/Minmus missions. -
How did I suddenly get so good at rendevousing?
SpaceGremlin replied to LostElement's topic in KSP1 Discussion
Alacrity, do you use Navyfish DPAI or Romfarer's docking camera? Those help a lot with the final approach. -
[0.25] 6S Service Compartment Tubes - "Design smooth!"
SpaceGremlin replied to nothke's topic in KSP1 Mod Releases
These parts are amazing. They make a very elegant solution to battery and RCS studded rocket monstrosities. I'm trying to trim down my mod list, but this one is definitely staying. -
Whats Your most Kerbal Sounding spacecraft name
SpaceGremlin replied to Dooz's topic in KSP1 Discussion
Jebediah's Folly. -
Kerbal money ideas
SpaceGremlin replied to jfull's topic in KSP1 Suggestions & Development Discussion
I vote for "kredits". -
This whole discussion is completely pointless. There has been no indication that Kerbals have any kind of gender dimorphism (or gender even, they might reproduce by releasing a cloud of spores for all we know).
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Love this mod, been using it since release 2. I have two issues with it currently though: 1) Ramp (RNM/RBM/Large DVI) intakes are woefully underpowered. They weigh 40 times more than a stock ram intake without any performance benefits. I love their aesthetics but they're not useful right now. 2) Sabre M's overheat very quickly.
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Some scaling would be nice. A full orange tank should make a much larger explosion than an empty one.