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MR4Y
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Everything posted by MR4Y
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[Brasil] Para Juntar a Galera do Brasil, de novo, força galera!
MR4Y replied to Climberfx's topic in Portuguese (Português)
Mais aviões!!! SpaceShipOne 2.0: White Knight 2.0: E mais um SSTO: -
What are you all using to create space stations with?
MR4Y replied to Gary_P's topic in KSP1 Mods Discussions
None. I'm more focused in recreating planes atm. -
[UNOFFICIAL/FANMADE] 0.21 Discussion thread
MR4Y replied to blspblackdeath's topic in KSP1 Discussion
Subassembly Management. If it's not in there...We'll see what else in the area of useful features the version will or won't have. -
Small message to the OP and all the people that care: This is a game.
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So far, nothing wrong, but... -Can you add the ability of saving entire ships while preserving attachment points? I tried attaching a ship I saved as a Subassembly(it is possible), but I then couldn't attach it to a carrier plane I built later. Even putting another command module where I wanted the attachment to be didn't changed anything.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
MR4Y replied to ferram4's topic in KSP1 Mod Releases
I'm yet to test this. Here's White Knight 2.0:- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
MR4Y replied to ferram4's topic in KSP1 Mod Releases
It's either impossible, or I'm doing something wrong with the White Knight. Two engines are not enough, the central part wobbles, the side attachments derail. I don't want to connect struts across both halves, but there's no other option to reduce wobble.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
MR4Y replied to ferram4's topic in KSP1 Mod Releases
Here's SpaceShipOne 2.0:- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
MR4Y replied to ferram4's topic in KSP1 Mod Releases
Thanks. And thanks to FAR, the variable geometry makes difference, as the jet accelerates faster with the wings sweeped back.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
MR4Y replied to ferram4's topic in KSP1 Mod Releases
The White Knight Replica uses 4 TouhouTorpedo Mk4 Jet Engines. I tried with two, but the combo wouldn't take off at 150 m/s because of weight. Since mods got out of hand, I'm gonna redo it so it uses less struts. On another note... http://www.youtube.com/watch?v=-A-Yuo-bkPE- 14,073 replies
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Recording a LP of KSP...like everyone and their grandma around here.
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Will DL and take look as well.
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This: http://www.youtube.com/watch?v=-A-Yuo-bkPE
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Artifical limits that influence your designs
MR4Y replied to chickenplucker's topic in KSP1 Discussion
As many of you here, both the game's limitation and design flaws while building keep me from progressing further. Having to resort to mods makes some things even worse. -
[Brasil] Para Juntar a Galera do Brasil, de novo, força galera!
MR4Y replied to Climberfx's topic in Portuguese (Português)
Depois de ficar um tempo sem mexer no KSP. Finalmente algo feito direito...AQUI ESTÃÂ: http://www.youtube.com/watch?v=-A-Yuo-bkPE -
Problem is that ASAS, Avionics and SAS can affect speed when toggled because of the infiniglide glitch. Also, pretty much all of those stabilization systems are useless when you use them on planes.
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Career mode... When you think that it will be liberated?
MR4Y replied to Pachi3080's topic in KSP1 Discussion
If the game is improved, I'm in favor of only putting Career mode the very last in the chain. Even if career mode never was made, I wouldn't care, as long as the game was fixed and improved. -
Here's the catch. Apart from the GUI elements, which he claim rights over, the code for, let's say, Subassembly Loader is not something he created in the first place. The code for it's functionality is something that KSP already has, but wasn't implemented yet. No one is reinventing any wheels here. I don't know about his reasons, but questioning them won't make new mods faster. If he doesn't want anything to do with the mods he made, then let's ditch them and make new ones that do the same thing, but are supported.
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Although that's more like a bugfix and less of a feature. Considering ASAS is supposed to stabilize your craft, not staple it in one fixed position.
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Who's got a working space plane? A lot of people in fact. If you consider SSTO's as space planes, we have the Space Shuttle, Buran, SpaceShipOne, SpaceShipTwo and a few others. As for 1Km/s, the Blackbird doesn't go even close to that, even though it holds the speed record for both altitude and fastest manned air breathing aircraft, with a speed of ~980.44 ms. The North American X-15 is the fastest manned plane, with a top speed of 2 Km/s, but it uses rocket engines. There's also NASA's X-43A scramjet, that achieves speeds of a little above 3 Km/s, but they are unmanned.
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The first thing that HarvesteR typed as he listed the features for 0.21 was that all the things on the list were goals, not promises.
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Write a new mod that does the same thing, but it's not associtated with DEADB33F, which is what it's been planned for the Subassembly Loader.