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Posts posted by Motokid600
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I wanna see the new craters.
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This is pointless to anyone who bought the game.. right? Not that I care honestly. Id gladly throw more money at this game.
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The trailer made it seem like they added horror,what with the screaming and the blue light which seemed to have killed a woman who shone her flashlight at it.The last 20-ish seconds of the trailer give a clear horror vibe.
Yea they do that to hook people. I will say the last 5min has the horror factor ( space travel in general is horrifying. ) but the trailer doesn't do it justice. It's a movie about space through and through. Funny someone should mention recreating it with a trip to Eeloo. I'm doing the very same. I have a return ship and a near identical lander. The whole thing is currently waiting in LKO for refuel before making the transfer burn. I'll try and document it.
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I want to send kerbals to Eeloo and back. Farthest I've been is Duna. I'm skipping all other planets. I.figure if I can perform this mission then I can do anything in KSP.
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Is it possible to deorbit with hyperedit? I know the two bodies just clip through eachother, but I'm more interested in the view from kerbin right up to "impact"
O and you guys might wanna check out a game coming out soon called Planetary Anihilation.
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My first trip to the farthest planet didn't go too well. I used way to much fuel. I know there's gotta be a more efficient way. With Engineer redux I waited for the proper phase angle when Eeloo came closest to the sun. I'm not for gravity assists so I build ships capable of burning straight out. I follow the burn data given by that website that does the math. ( forget the name..its late. On a phone.. ) And it says I need over 2k d/v to make the burn.
So I shoot straight out of the SoI. At the descending node I make a correction burn to intercept Eeloo. Success..except I ended up in a polar orbit. Then the landing craft flames out after the deorbit burn. No fuel..forgot to cut the crossfeed. Anyway they all died so besides that I'm basically looking for general tips for the next trip out. How do you go about the ejection burn? When to compensate for Eeloo's inclination? ( before SoI, after, midway? ) and how can I shoot for a nice prograde equatorial orbit?
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Kerbal Attatchment System is a must have.
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Is there a way to increase render range in general? Through settings.cfg it something?
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It`s not like this is even the first time.. and assuredly won`t be the last. Why all the melodrama..
Screw it Dude, let`s go bowling... I mean to space, let`s go to space
I am the walrus?
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While this is true, you also want to get out of the lower atmosphere quickly, due to drag. I'm sure you could make a fancy calculation as to what the break-even point is, where it becomes better to make use of rotation than to reduce drag.
I imagine 3 - 5 degrees of pitch would be enoug to keep up with Kerbins rotation. With such a shallow pitch you'd have to travel through maybe... A few extra hundred meters of thick atmosphere? I'm gonna try experimenting with this.
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After you clear the tower in KSP wouldn't it make sense to pitch east like 5 degrees? If that.. Simply so Kerbin doesn't rotate under you. I mean if you go straight up to 10km wouldn't the assisted dV from Kerbins rotation degrade?
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Why all of a sudden these moons are popping up? Is this new data from New Horizons? Because that thing is due to reach Pluto next year. Not long at all. Cannot WAIT for those pictures.
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Doesn't work, because they're actually creating maps as they pass over the surface. ISA Mapsat creates topographic maps and a database of anomaly locations. Kethane creates a map of where the Kethane deposits are. Simply moving the probe back to where it was doesn't recreate the maps. Kethane, the more annoying of the two, isn't based on the surface and there's no reason it couldn't be saved even through a save compatibility break...other than majiir breaking it himself in the meantime.
But if they change the anomalies (Adding/Removing some, changing locations other than vertically) or the surface, my ISA maps go out the window and have to be recreated.
The fastest Kerbin mapping orbits take about 15 hours game time. For the Mun, about 19.25. Minmus, about 22.5. And you can only pull about 10x time acceleration, or you pass over the surface so quickly you end up with very bad data. So it ends up taking hours and hours, each. I've done this probably close to half a dozen times now.
Hmm.. I don't have the mod, but I'm guessing the mapping procedure can't be done in the background? Meaning you can't be building another craft while the probe does its thing?
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Not sure. Craft might or might not still work, since 'still working' is semi-independent of if the .craft file loads. They might change something that makes it no longer able to function correctly without being reconfigured (IE: When they fixed the bug with fuel use while throttled down).
No I mean just rebuilding my craft rom scratch with the new parts. Then sending them back where they were via hyper edit. And the same goes to your mapping probes. Build them, cheat them back to where they were then move on as if nothing ever happened ( and delete hyperedit )
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Uhm.. are u asking how to tell what direction you'll be orbiting a planet after a transfer? Hard to tell try rewording your post a bit.
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So what exactly will happen to our saves? Will they not even appear? Or will I simply find come .21 that all my ships are deserted and cannot be controlled? I mean... Hell worst comes to worst I can just build all my craft in the VAB and hyperedit everything back to the way it was..no? I just want my Mun base and space station.
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I just need KAS to survive. That's it..
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This is actually getting kind of annoying now.. this rover is ready to go, but for the past hour now ive been scratching my head at the probe orientation. No matter how hard I try I cant get the damn thing to point north and the controls are reversed. I'm completely stumped...
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I haven't remapped nor do I drive in docking mode and I've yet to have any problems. So.. what am I missing? Granted I run asas on all my rovers, but even with it off I have no problems
O and fyi id say u have too many lights. Just one of those round lights are far too bright ( they need to be fixed ) 6 of them will be glare city.
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Having trouble telling what's what in your library. Try directly linking the pics you want. Hit "insert image" when posting. Right click the pic in steam library and paste it in.
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Gods I hope not. I've been building a Mun base for weeks now....what about mods? How will they fare this time around?
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A docking port, eh? You can roll that thing over at 60m/s with out it falling apart? I don't need engines pushing this craft down though. It's very stable. It's very hard to flip. But like I said **** happens. Flipping over is only a matter of time and I don't want to loose hours of my life here because I forgot to stop and quick save 5km back. And no the wheels don't break. The craft only falls apart if its upside-down. It's a beast on all fours.
Automcdonough...in that thread you mentioned something about drifting. I'm using the same wheels as you. Minmus/Mun will be this rovers first destination. Which is drift city. Is there something to look out for with these wheels? Also..what base did you use there?
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Civ V
in The Lounge
I like rts games.. I hated Civ though. I cannot stand the turn based octangular grid setup. The scales make you feel like your playing a board game. Played it for a few hours trying to get hooked. I could not...
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The rectangular struts haven't been an issue..yet. it'd be nice to make it survivable at those speeds, but truth be told the thing detonates at 15m/s , 10, even sometimes at 5 if it hits right. Not sure what I can do..
Winglets Making My Rocket Fly?
in KSP1 Discussion
Posted
Not sure when it comes to that mod, but its a known bug. Winglets tend to have phantom lift.