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MR4Y
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Everything posted by MR4Y
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Yeah, but what people miss on when condemning Mechjeb is how utterly complicated the real thing is. Not even Orbiter comes closer to in in complexity and it has 12 years of experience as a space simulator being developed. As for the piloting manually thing, I don't think this happens today. rocket's have become way too complex for the human brain to wrap their heads around it.
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I have noticed a notiseable dekline in the use of teh written wurd
MR4Y replied to togfox's topic in KSP1 Discussion
Some people will even ignore your posts. Here's an example. I've been trying to install Modular Fuel Tanks for about two weeks now. It's probably the third time I posted in there asking either for a simpler folder structuring or clear installing instructions. All posts were ignored. Heck. You post a mod in the add on releases part and doesn't even listen to people that want to use it? -
[Brasil] Para Juntar a Galera do Brasil, de novo, força galera!
MR4Y replied to Climberfx's topic in Portuguese (Português)
Até agora: -
The MachingBird Challenge!
MR4Y replied to TheHengeProphet's topic in KSP1 Challenges & Mission ideas
Probably that won't be valid, but using FAR's stock Hypersonic Demon: -
The MachingBird Challenge!
MR4Y replied to TheHengeProphet's topic in KSP1 Challenges & Mission ideas
Might seem a bit weird, but can I use stock planes or have to make my own? -
[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 the video on the "strange bug" http://www.youtube.com/watch?v=zScmu9AMhsA- 14,073 replies
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- aerodynamics
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Some people might like Kethane in there as well.
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The MachingBird Challenge!
MR4Y replied to TheHengeProphet's topic in KSP1 Challenges & Mission ideas
I now have a plane that can come closer to 2 Km/s...but only on FAR. I'll post a video as soon as possible on the subject. -
This is not something you would see in screshots. What Deadly Reentry does is add heat during reentry, making your ship (yes, the entire ship) overheat and explode if enter the atmosphere too quickly, which is what happens in real life. On a second note, you guys know that the Apollo 10 reentered the atmosphere at 11.08 Km/s right? It's the speed record for a manned flying object.
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Caterpillar Tracks- NOW OPEN SOURCE, ALL FILES OPEN TO PUBLIC
MR4Y replied to electronicfox's topic in KSP1 Mod Development
I had only one issue till now. I loaded a rover made with the Mark 6 threads and made a bigger vehcile around it that held it by a dock. I tested releasing the rover, with a kerbal driving it. It all worked great, except that the threads wouldn't turn no matter how long I pressed 'A' or 'D'. -
[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 having a interesting and weird thing happening. I'm not sure it's a bug. I'll be posting a video as soon as possible.- 14,073 replies
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Possible to dock multiple ports at once?
MR4Y replied to inigma's topic in KSP1 Gameplay Questions and Tutorials
You can do multiple docking ports as described, but only one docking port will dock. Since you have to target at least one dacking port to even dock at all, the dock and the port is docking to becomes the parent and the other docks just stick together by magnetic force, but aren't really docked. I believe that's why we have the Clampotron Sr. It's easier to add a bigger docking port than change the way things are attached just so two or three docking ports in the same place all dock. -
Shadows while using the lowest render quality.
MR4Y replied to MR4Y's topic in KSP1 Gameplay Questions and Tutorials
Well, I was able to have shadows with the render set to 'simple'. It seems that it's the lowest it can go. 'faster' and 'fastest' don't show any shadows. -
Will tutorials based on 0.20 be posted?
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Caan you make a version without the Kethane tanks?
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Possible to dock multiple ports at once?
MR4Y replied to inigma's topic in KSP1 Gameplay Questions and Tutorials
KSP's attaching structure keeps you from doing that. Even if you have multiple docking ports grouped in the same place, only one docking port will dock. The others will stay there held by magnetic force. -
The MachingBird Challenge!
MR4Y replied to TheHengeProphet's topic in KSP1 Challenges & Mission ideas
Even if you could, I wouldn't allow the Pulse Detonation Engine. That plane has enough thrust to leave Kerbol's SOI. I made a few stock planes without airhogging, but none come even close to 2 Km/s