Klingon Admiral
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About me
Sr. Spacecraft Engineer
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[1.1] RemoteTech v1.6.10 [2016-04-12]
Klingon Admiral replied to Peppie23's topic in KSP1 Mod Releases
I was using omnis (Communutron 16 on the mothership, the passive 500km ones on the probes which tested the behaviours) in LKO with no less than 16 com-sats employing Communutron 16s operating in groups of 4s in 450km orbits (4 at 0° inclination, 2x4 in 2 45° orbits, 4 @ 90°) I was literally drowning in connections. -
[1.1] RemoteTech v1.6.10 [2016-04-12]
Klingon Admiral replied to Peppie23's topic in KSP1 Mod Releases
Is there an upper limit to how many ships RT can handle at once? If I have more than 2 probes into physics distance one of them seems to lose any control, which is only resumed if I switch to it - at which point another ships loses control. -
Only one flag could can be considered worthy of my space program: Fate, I hereby taunt you!
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Public Service Announcement regarding Aero
Klingon Admiral replied to DuoDex's topic in KSP1 Discussion
The grand, overarching problem with going the easy route and changing the game physics is that we like to share crafts. I mean, we have an entire sub-forum dedicated to it. If everyone runs his own special little physics tweaks, the sharing of crafts becomes nearly impossible. I had more than enough problems by simply using FAR in past versions. -
Which atmopshere do you prefer?
Klingon Admiral replied to RocketPilot573's topic in KSP1 Discussion
The new aero is fine /s http://imgur.com/a/ImS1x#0 (credit to u/G1th) -
I don't get the whining about 1.0.2
Klingon Admiral replied to ShadowZone's topic in KSP1 Discussion
If your plane still hasn't taken off at Mach 1 then your design is pretty terrible. In 1.0.2 my planes have a takeoff-speed of 50 m/sec - what is this, GTA V? -
Which atmopshere do you prefer?
Klingon Admiral replied to RocketPilot573's topic in KSP1 Discussion
Depends heavily on the craft. Planes in FAR profoundely refused to slow down without stalls/airbrakes/flaps, while planes in 1.0 onwards just fall out of the sky once the engine is turned off. It's rather frustrating. 1.0.2 allows for some rather terrible things (pulled from the KSP subreddit, like - the 25 m/sec shuttle landing: https://gfycat.com/AbsoluteFrequentCanine (credit to u/Yargnit) - Heatshields? Where we are going we won't need no heatshields: http://imgur.com/a/CBcbH#0 (credit to u/mad_hmpf) - parachutes aren't needed either: http://imgur.com/a/kPwNh (credit to u/SuperLink243) The 1.01 changes are pretty bad. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Klingon Admiral replied to cybutek's topic in KSP1 Mod Releases
Does anybody have an idea why KER doesn't properly register booster separation in this design: Boosters cut of at T+1:16, core at T+2:47. This bug happens across vessels (had it happen in my original heavy lifter design, this thing is a rebuild), KSP versions and KER versions (basically happened in 1.0 with KER 1.16.3, 1.0.1/2 with KER 1.16.3 and 1.0.2 with 1.16.5) - other rockets work fine though. -
When do you begin your gravity turn?
Klingon Admiral replied to Brainlord Mesomorph's topic in KSP1 Discussion
I use FAR and start turning when my rocket breaches 1.3 TWR and/or have completed the roll program. I rarely launch into 0° these days. -
The fact that all capsules are not rotated in the proper way for a launch into equatorial orbit. No one likes g-forces coming from the side.