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Everything posted by Execute13
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Now-defunct-thread-that-should-not-appear-in-google-search.
Execute13 replied to Cilph's topic in KSP1 Mod Releases
I've got to say, this mod is awesome. Can't wait to start branching out into the solar system On another note, would a "Zenith" option for dish targeting be possible to add? It would make things easier to hook up with satellite networks, and also create more motivation to use more than three per ring, as you could create very comprehensive coverage. On a third note, has anyone tried making a ring around the Jool system? How difficult is equatorial work with unmanned vehicles there? -
The cubic octagonal strut. Nigh-weightless, nigh-indestructible (except by water), surface attachable and comes with two nodes. Perfect for cluster engines, straight strutting, and supersonic bullets.
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Ded. D-E-D. Unfortunate incident involving parachutes and locked steering. I forgot the "Revert" button again. I'm sure he'll show up to work sooner or later.
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Does the Community Want Better Aerodynamics?
Execute13 replied to spudcosmic's topic in KSP1 Discussion
Sorry for bringing up a post several pages back, but so much funny! On Topic: I feel that better aerodynamics, though not as important at this stage in development, aren't really that hard to implement because it's already been done, and the resources are out there. I don't think that FAR should simply be added into the game as-is, but I think that the fact that planes are impossible to stall, given enough wings, needs fixing. Yes, this is Kerbal Space Program, but don't forget that there is a runway. -
Today I plonked two science probes on moons; one on Minmus, the other on the Mun, to milk them for all the science they've got. After a successful landing, the second one decided to hop over to a different biome with its remaining fuel (not enough). It didn't go so well, but the science equipment is still working, luckily.
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Sounds like a wonderful service! I often have that trouble when I try to show my creations. What kind of maximum craft are you able to film (200-300 parts, or Whackjob-style)?
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Too many times. Ablative lithobraking seems to be my most common landing technique.
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Execute13 replied to cybutek's topic in KSP1 Mod Releases
This is very awesome. Makes it a lot easier to make rockets without a million test runs. A bit of a request, though: Would it be possible to add maximum/current acceleration values, in m/s^2? I will often need to get out a calculator to figure out a burn or a landing, and that gets tiresome. It shouldn't be too hard though, considering you already have TWRs. But still, thanks for the awesome plugin! Without it, I would be going though calculators much faster. -
Small-scale simultaneous multiplayer. It's an issue that's been talked about for a long time, but design limitations are much less prevalent if you limit it to, say 5 ships at once. Using Mechjeb, there have already been simultaneous launches of multiple craft, so extending that to full control would be awesome. Aside from that; mechanical parts, better aerodynamics, make Kerbol into one star of a binary system with other planets orbiting the twin, better warp mechanics. More parts in general, except engines. Better multi-scale terrain meshes, to allow small-scale detail. KSP is a fun game, really. I'd really love to see a binary system, though.
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Ok. Thank you; I'll see whether that will help.
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This... is an awesome mod. Thank you. ...I have, however, had some trouble working the Intertage Adapter. Whenever I try to increase the height of the fairing, either by moving the "extra fairing height"or the "top node" (still not clear on which is which) it will snap to a very sharp angle; like a box. Is there an easy way to avoid this? Sorry if this has been answered; I've looked through the thread and come up with nothing.
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I am yet to try career mode, but I'm expecting it to be fun. As for he game itself? I actually haven't found it particularly hard so far, but then again, I am yet to go to a lot of the other planets. I spend a lot more time designing rockets than flying them, which annoys me.
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Multiplayer (what else?)
Execute13 replied to pyro42's topic in KSP1 Suggestions & Development Discussion
The idea of using the lowest time warp of all players would be stable, but not effective beyond two or three players. There will always be someone launching, or someone driving their rover around or landing; or anything else that needs physical simulation. Your long missions will never finish in a reasonable amount of time because there'll always be a ship somewhere doing a two-hour ion burn, if there are enough people on the server. With even a dozen or more players it would be no better than locking on to 1x time. Defcon uses the system successfully because there are never more than a small handful of players in the match, and the same would be true of the system implemented in KSP. It would work reasonably well for a few players, but beyond that it would become too conservative. -
Wow. Again, amazing work. Would there be any way to make the number of sections (I.E. there are currently 3; out, up, and in) on the fairings configurable? I really like how it is now, but with some more complex payloads it can be inefficient. Also, what method do you use for the fairing curves at the moment?
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Wow. Awesome mod! Lets me turn a relatively so-so looking craft into this monstrosity: But on a more serious note, I am really liking this mod. Keep up the good work!
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Community TeamSpeak3 Server - In space, WE can hear you scream!
Execute13 replied to Majiir's topic in KSP1 Discussion
Hm. The only people on at this time are playing DayZ in the VAB. Is that okay? -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Execute13 replied to ferram4's topic in KSP1 Mod Releases
How does FAR react to self-intersecting rockets? Does it treat each leading face separately? For example, I use a generic set of fairings from Fairing Factory. Because of the different sizes of engine clusters, I often have to make the fairings partway up a serial rocket go into the tank above. Also, when clustering I will sometimes clip structural parts into the bottom of the tank to make the cluster look better. How would this affect the aerodynamics?- 14,073 replies
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Have you tried using "zigzag stacking"? It would eliminate the need for the radial attachment point and also center the thrust. In some circumstances, you can place engines directly on a node facing into the tank behind them and it will draw fuel correctly. I use this trick to make boosters where only the nozzle of the engine is showing. Otherwise, a simple, unique design. Good job!