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KSP2 Release Notes
Everything posted by KerbMav
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Cannot vote ... They are relatively easy to build but serve not many uses.
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July Newsletter for KerbalEdu (some interesting point)
KerbMav replied to Sirine's topic in KSP1 Discussion
-snip- Edit before flag: KerbalEdu has my complete support (morally and emotionally) -
Can KSP / Unity simulate Pluto & Charon orbital method?
KerbMav replied to Sirine's topic in KSP1 Discussion
Let me rephrase that: Define the center of the orbit of planet and moon - because I am not sure if the planets even really orbit the star, I think they are more likely completely on rails all the time without really being affected by any SOI? -
Can KSP / Unity simulate Pluto & Charon orbital method?
KerbMav replied to Sirine's topic in KSP1 Discussion
But it should acutally - that is if it is possible to define a gravity well (SOI) without adding a physical object with it. -
Explorer III in orbit, carrier module with Kethane converter plus exploration lander and automatic mining lander docked, three part Tylo assist module due in one hour for docking. Build a spaceplane that got somehow into orbit but would not land safe - got the two pilots out and safely to the ground, thank you EVA parachutes mod! <iframe class="imgur-album" width="100%" height="550" frameborder="0" src="http://imgur.com/a/lJEhD/embed"></iframe>
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I just found out where kerbin came from... and it blew my mind!
KerbMav replied to zekes's topic in KSP1 Discussion
I read of an old myth from before I walked this space. That the great creator found this map and created his own world to its likeness in the first days. As his followers took on the task to name the lands and waters of the young world and began to hold them dear, he could not bring himself to reshape it anymore, for he did not want to cause any tears. -
And then comes the testing and waiting for all these cute little and awesome big mods to be updated!
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My thoughts exactly - would be nice if they were more randomized and the EVA sampling would reveal different valuable elements inside.
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It`s obvious it`s soon, why not tell us when the update will be out?
KerbMav replied to John FX's topic in KSP1 Discussion
Just to hype the hypers and to annoy the annoyed: My guess is a "Dev Tuesday: Contracts Release Edition" - so probably Wednesday for us Europeans. -
First run will be 100% stock to test the update. But next and serious run may be with minimal non-cosmetic mod parts, those from ProcFairings (because of FAR) and DRE (because of DRE), SCANsat (to have something to do) and hopefully Remote Tech will be fit for duty! (As usual loads of cosmetic mods as well as useful plugins as KER, KAC, EditorExtension, KIDS (again because of FAR) etc.) KAS and QuantumStruts might be added as well, I would miss the opportunity of orbital construction/maintenance. Other mods are to be expected to find their way in as I proceed, because the first rule is: 1. Have fun. The other rules will be practically the same as always: 2. Care for your kerbonauts. 3. Try and keep it realistic.
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Oh yes ... another night shift then ...
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"Are you the Keymaster?" Or are you referring to a dream sequence?
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Great, and I am stuck in office with half a dozen of non-gaming 40+ women ...
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I will not abandon my save until my slowly advancing Jool-5 mission - and especially the pledge to visit all anomalies before going .24 - is finished. (Just to reassure myself. )
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As I keep repeating: Brazil did not loose, they did just not win.
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Gentlemen?
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If you could only install 3 KSP mods... which 3 would it be?
KerbMav replied to Frank_G's topic in KSP1 Mods Discussions
Three would never be enough until some things have become stock. But KER will be in always. -
[1.0]Vanguard Technologies | EVA parachutes | still works
KerbMav replied to Kreuzung's topic in KSP1 Mod Releases
Hallo Kreuzung, I read you do not like your model - can the MODULE not be added to the cockpits directly via ModuleManager? -
Cerberus got me thinking - would it be possible to define global action keys, letting your mod automatically add specific parts to an action group? Lets say all solar panels toggle on x, all engines on y, all SAS parts on z? (x,y,z being groups in your mod to be defined.)
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Recovery from a Duna fly-by with limited dV
KerbMav replied to Mast's topic in KSP1 Gameplay Questions and Tutorials
You wanted to do a flyby anyway, also there is a different bonus for flyby, orbit and return from surface of X, and usually flybys and orbits get lost to missions being planned as landings, so take what you get! If you can enter Kerbin SOI you can land, just change your flight path as soon as you leave Duna SOI and aim for a very low PE at Kerbin, keep checking as the path may shift due to calculation errors by KSP itself. -
Luckily it was the dead of night, so it was unlikely anyone saw him falling into the water from 40.000 feet high. All that might have been observed was a brief flash of light and the crack of the air being displaced by the ship, easily mistaken as a single odd lightning in the night sky.
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Why? For me, if I do not step up the pace soon, it will take longer to upgrade to .24 this time - too many missions underway and me being a bit unmotivated due to too much KSP (yes, that is a thing, try eating the same food for half a year ) ... but the good thing would be that if I finally finish them all, my mods will be ready for .24 too. Although there will be minimal mods for a few testing hours of course!
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I did something! The Explorer III made it to orbit on the first launch, nothing broke, no summsaulting despite the absurd large fairing encasing the big ship! Next will be a final test of the Kethane conversion module before it gets up followed by the lander, the automatic Kethane miner and the three Tylo landing-assist-modules for the lander (basically three fuel tanks getting staged during landing, the lander will have enough to take off again. The mission was slowed down by me getting interested in other games for a while, a two week vacation and lastly by my own dumbness: I thought my design was completely flawed, as the competely assembled ship with all equipment for the mission had less then 2k dV and would never reach Jool without extensive redesigning or a push from another module - but I just forgot to set KER to show orbit values instead of in Kerbin's atmosphere ... almost 5k dV available now and planning for gravity assists/aerobraking at Jool. *phew* I also had updated KAC in a foolish way so I lost all my set alarms - I keep finding probes with nav-markers in 2-150 days time as well as remembering planned operations of my Kethane Mining Department ... luckily before the small ships shot out of Kerbins SOI or entered weird unrecoverable orbits. Also, more attempts at building planes - it is ... argh ...
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A few kilometres, had to evacuate the crew of a craft with empty tanks - it also saved the trouble of around 1000 parts inside the "physics cube of space". KAC helped a lot, as I could adjust my trajectory in EVA by watching the closest approach alarm.