Gus
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Everything posted by Gus
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Do you feel KSP is ready for 1.0?
Gus replied to hoojiwana's topic in KSP1 Suggestions & Development Discussion
While the "No" percentage has been dropping, the statistical significance of the result may be increasing. For example, an 80% result with 100 votes may be less significant than a 73% result with 750 votes. -
Do you feel KSP is ready for 1.0?
Gus replied to hoojiwana's topic in KSP1 Suggestions & Development Discussion
I think Squad has pushed things forward so they can get a free ride on the Dawn and New Horizons hype train. -
parachutes disappeared before landing
Gus replied to urbansys's topic in KSP1 Gameplay Questions and Tutorials
Yes, if you start going back up it "cuts" the chutes. So be careful. -
[0.23.5] Hollow Structures & Hulls (Updated: 2014-04-09)
Gus replied to Alskari's topic in KSP1 Mod Releases
If you are having memory limit problems, use the Active Memory Reduction Mod. It will reduce texture sizes. -
Knowing when a node is connected
Gus replied to mik00014's topic in KSP1 Gameplay Questions and Tutorials
Mousing over the part you think you have connected to should light up the connected part as well. Or you can click on the part you think you connected to (hopefully with the new part attached) and then reattach both parts together to the ship. -
[0.23.5] Hollow Structures & Hulls (Updated: 2014-04-09)
Gus replied to Alskari's topic in KSP1 Mod Releases
If you look a couple of pages back, someone has made replacements for the texture files. These result in some huge memory savings apparently. I haven't tried it yet, but this may be an option. -
[0.23.5] Hollow Structures & Hulls (Updated: 2014-04-09)
Gus replied to Alskari's topic in KSP1 Mod Releases
My latest 230 tonne station. Launched thanks to KWRocketry. -
SPACE STATIONS! Post your pictures here
Gus replied to tsunam1's topic in KSP1 The Spacecraft Exchange
I'm using the Hollow Stuctures and Hulls Mod for the station and KWRocketry to launch it. It's mass is about 230 tonnes. -
[0.23.5] Hollow Structures & Hulls (Updated: 2014-04-09)
Gus replied to Alskari's topic in KSP1 Mod Releases
There is a "legacy" file in the OP that might have what you're looking for. The OP hasn't made the floor/wall sections yet for the new Ultralite parts yet. You can use those fuel tank walls for now or maybe one of those plate adapters. -
[0.23.5] Hollow Structures & Hulls (Updated: 2014-04-09)
Gus replied to Alskari's topic in KSP1 Mod Releases
The HSH folder should be placed in the gamedata folder. The parts should then be available in sandbox mode only. -
I think the smallest kerbal capsule drains about 900 units/day, but doesn't really need it. I used about 50 batteries for a return trip to Minmus before I found out I could just shut them down.
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Batteries can be turned off for long voyages. Just right click, then click on that little arrow. So there's no need to wait for solar panels for interplanetary missions.
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[0.23.5] Hollow Structures & Hulls (Updated: 2014-04-09)
Gus replied to Alskari's topic in KSP1 Mod Releases
This mod hasn't been updated for 0.22, so it doesn't have tech tree info for the parts. -
I love building asparagus rockets in KSP but don't see them much in real life.
Gus replied to Gus's topic in KSP1 Discussion
Does this make sense? If you want to give a realistic drag penalty to rocket designs with many stacks, make the radial pylon, hardpoint and decouplers' drag values higher. Maybe in the 1 - 3 range. There is always one and only one of these parts used per stack added. Since the central stack is "free", drag-wise, adding high-drag stacks would steadily decrease the rocket's "drag" efficiency. If you want to make fuel lines less attractive, make them heavier to account for the weight of the pumps, etc. -
I love building asparagus rockets in KSP but don't see them much in real life.
Gus replied to Gus's topic in KSP1 Discussion
Google eh? Let me write that down. -
I love building asparagus rockets in KSP but don't see them much in real life.
Gus replied to Gus's topic in KSP1 Discussion
First off, I enjoying building asparagus rockets. I just don't want them overpowered. Yes, money will add a lot of the decision process. Any time I use a radial decoupler it is to add a fuel tank or solid rocket booster. These produce a new cross section of air to be pushed through by the rocket. Setting radial decoupler drag high would represent the new cross section's "raw" drag. -
I love building asparagus rockets in KSP but don't see them much in real life.
Gus replied to Gus's topic in KSP1 Discussion
I guess one way to penalize players a bit for asparagus staging would be to give the radial decouplers very high drag. -
How do play this game without Engineer Redux?
Gus replied to Gus's topic in KSP1 Gameplay Questions and Tutorials
I was waiting for that answer. -
How do play this game without Engineer Redux?
Gus replied to Gus's topic in KSP1 Gameplay Questions and Tutorials
I guess I'm trying to enjoy the game as Squad presents it (ie. stock). I am trying to demonstrate to myself that playing without this information can be just as fun. But I just don't like it. I can't figure out why Squad doesn't include this basic information. They give you lots of other numbers (mostly velocities and distances) elsewhere. -
Whenever I try playing without Engineer Redux I have very little idea how to do anything efficiently. The biggest problem is not knowing the TWRs (Thrust to Weight Ratios) and delta-Vs. Without Engineer Redux it seems to be all guess-work and trial and error. I realize that I could calculate these values but I'd prefer to spend my time on other issues. Am I missing something?