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KSP2 Release Notes
Everything posted by Snooze
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Or build all your speed in a vertical climb then go ballistic when the engines flame out. Coast that baby onwards and upwards.
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Came here to say exactly this. There's an overabundance of tourism contracts and just the one-kerbal pod to ferry them around in. I like the idea of the tourism contracts not becoming available until the three-kerbal command capsule is unlocked.
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Why you should always read the missions before you accept them
Snooze replied to RocketBlam's topic in KSP1 Discussion
Doug Exeter? MST3K: The Movie. For. The. Win. -
Well, personally, after watching all the ARM related content posted today, I find myself worried about the future of the game. I know that seems heavy but hear me out. With the addition of the SLS parts it concerns me that that days of "kerballing" something up might become a thing of the past. I recently started playing the Interstellar mod and it took me a few hours to put something together to throw a 3.75-meter reactor and its attachments into high orbit. Asparagus-staged orange tanks, clustered engines, etc. Why, shoot, just stick an SLS under it. Problem solved. Launch a fully assembled station? SLS. Single stage to Eve? SLS. I'm not saying the game is out the airlock with the new parts (not launching satellites with SLS parts (probably will for a goof)) but it just irks me, for lack of a better word, that we may have taken the "Kerbal" out of KSP.
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Remote Tech 2 bug w/video
Snooze replied to Renaissance0321's topic in KSP1 Gameplay Questions and Tutorials
I have RT2 installed as well. First thing I do every time I start playing is hit the tracking station and check for duplicates. If I'm docking something (parts for my science station, for instance) I will always switch to to the craft outside of texture loading distance, then back to tug. Helps keeps things from rapidly disassembling. -
You can "Invert Steering" to correct this.
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This worked. I had to recreate the folder tree but it worked. I thought it might be a little more involved than that. Damn the simple things, lol. Thanks guys.
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Is there a way to install just those lights? I love the look and utility of the lights but I don't want to install the rest of the B-9 pack just for them. Thanks, all.
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Put a spaceplane on the runway, brakes off, at night. Look at the green lights on the landing gear. Apply brakes. Enjoy. =)
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Space Station Blackouts and best orbit?
Snooze replied to ChrisWill's topic in KSP1 Gameplay Questions and Tutorials
As far as where you want to put it: what do you want to do with it? Is it gonna sit there and look pretty? Any orbit will do. Is it a refueling station? Low-orbit for spaceplanes, 250km or higher for refueling any sort of inter-planetary expedition. Are you launching it in one piece? Or modular? The higher the orbit, the harder to go modular (especially in Munar or Minmus orbit). Batteries will help when you're in the dark half of your orbit. Most stations, however, can run off a pair of RTG's if part count is your concern (RTG's mean battery-free). It's your station. Do with it what you will. =) -
Inline Clamp for docking?
Snooze replied to N3Coalition's topic in KSP1 Gameplay Questions and Tutorials
The inline will dock with the regular Clamp-o-tron ports. I do it all the time with my planes. Can you post a screenshot of your navball problems? -
Still no internals on the MK2 Cockpit though. =(
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You can IVA in Hitchhiker's now. =D
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Good Basic Design For Space Station?
Snooze replied to potoes6's topic in KSP1 Gameplay Questions and Tutorials
You're going to end up one of two things (or, quite possibly, both): Docking Master or King of Over-engineering. By that I mean that you're going to build it in parts, docking expansions as you go along, or you're going to build something incredibly Kerbal and launch it in one go. Or both. I went modular. The Mirai is currently in high orbit waiting for me to throw more fuel tanks at her. She also help me build two interplanetary ships by docking a lander to the end of an arm, removing it, then docking a tug at the other end. P.S. The whole station runs perfectly well on two RTGs. -
You have far too many wheels, for one. Two, you should stick the nose wheel (if you're insisting on a tricycle configuration) somewhere on the fuselage that isn't the cockpit.
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SSTO Traveling into Orbit Problems
Snooze replied to mojobojo's topic in KSP1 Gameplay Questions and Tutorials
Two on bottom, two on top. Same drag but symmetrical. -
SSTO Traveling into Orbit Problems
Snooze replied to mojobojo's topic in KSP1 Gameplay Questions and Tutorials
Needs more intakes. Consider adding two pairs of radial intakes near the rear of the plane. Make sure you wings are centered. Throttle down when you get to about .20 air, then slowly throttle it back up until you find the happy medium. -
In one of the videos of .21 that I saw, it's mentioned that they crashed a plane into it and the flight log said "collided with mission control" (or something to that effect).
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A lot of that going around.
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/facepalm There are just... no words.
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Get down the runway without making adjustments?
Snooze replied to Grim187's topic in KSP1 Gameplay Questions and Tutorials
Take the nose wheel off the cockpit and attach it to the fuselage. Also, if you use the tail fin you must use two. Winglets and such are no problem but the tail fin does weird things with lift forces in my experience. -
It depends on how much control you want to have while your ASAS or Avionics Package is active. With Avionics you can exercise a great deal more control than you can with ASAS. Personally, I prefer my spaceplanes to handle like planes and not as rockets with a unconventional flight path. That's not slighting ASAS in any way. I have some designs that use it. But for smaller, one-person planes designed to get into LKO, change out crew, and return? Avionics all day.