Sirrobert
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Everything posted by Sirrobert
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What is considered a proper Munbase?
Sirrobert replied to willwolvescry's topic in KSP1 Gameplay Questions and Tutorials
Personally I'd put a seperate module, not attached to the rest for habitation. Like 2 hitchhikers with a lander can ontop, stacked upright -
What is considered a proper Munbase?
Sirrobert replied to willwolvescry's topic in KSP1 Gameplay Questions and Tutorials
Well that's my suggestion than. A dedicated habitat core. Ofcourse you can't actually make anything, but stack some hitchikers ontop of eachother or something, and it LOOKS like something they could live in. Better than having them straped in a seat for 2 months EDIT: OR mods. I believe there are some mods just for this -
What is considered a proper Munbase?
Sirrobert replied to willwolvescry's topic in KSP1 Gameplay Questions and Tutorials
Where do they live? -
DAMN you are good at selective reading Allow me to lay out the key words you missed again: is still data coming directly from the source. There is no data coming out of a black hole. Per definition, all data entering a black hole is lost forever And I'm glad you have your awesome definition. I'm just going to stick to what the rest of the world is using
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What I concider way more interesting is that while seperated, the SRBs and the shuttle keep going at the same speed. If I seperate a booster from the main rocket with it's engine still on, almost always it will accelerate aLOT faster suddenly, having been freeed from the weight
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Put them on the sides of the side boosters, pointed sideways so that they push the booster AWAY from the main rocket They should go where I proffesionally put red smears with paint on your picture, on both side of each booster. Maybe several per booster
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IBEX Provides First View of the Solar System's Tail
Sirrobert replied to EmissionGeneration's topic in Science & Spaceflight
Interesting. It makes sense ofcourse when you think about it, but I never concidered such a thing -
Very well than. Define 'orbserving' Cause until you do, none of your arguments matter For me, observing means the same thing as what Moon Goddess talks about. I can observe the objects rotating around the black hole. With knowledge of what a gravit and orbits are, and deductive reasoning, I can come to the conclusion that the opbject I see is orbiting around something, but I can not directly see that something. There is no data coming directly from the black hole. If it was a muder case, they'd say you only have circumstantial evidence PS: 'the effect they have on photons' is my definition of seeing something. Just as hearing something is vibrations in the air interecting with my eardrums
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Do jet SSTOs need wings?
Sirrobert replied to Vanamonde's topic in KSP1 Gameplay Questions and Tutorials
That one went to orbit like a rocket though, not like a plane -
New data storage material has unlimited lifetime
Sirrobert replied to Latcarf's topic in Science & Spaceflight
Well in comparison, it was a little true -
Do jet SSTOs need wings?
Sirrobert replied to Vanamonde's topic in KSP1 Gameplay Questions and Tutorials
A spacePLANE type SSTO would need wings yes. -
Attaching things in subassembly loader?
Sirrobert replied to Skorpychan's topic in KSP1 Gameplay Questions and Tutorials
That's what I mean yes. And I imagine it'd be very dificult to work around, as you basicly pull 1 gigantic part out of the loader. So you can't have every single possible connection point out already. Also I think the tree build mechanism of this game basicly means you have no other option -
Attaching things in subassembly loader?
Sirrobert replied to Skorpychan's topic in KSP1 Gameplay Questions and Tutorials
If you load something from the subassambly, you can only attatch it to something else at the root of the craft. The root is the part you started with. So you might need to rebuild the rover, or the rocket. I'd rebuild the rocket, since you can reuse the rocket for different crafts -
ION powered satellite not working?
Sirrobert replied to Deses's topic in KSP1 Gameplay Questions and Tutorials
Don't forget putting the landing legs on backward. I think alot of people did that one It's a nice looking satalite btw -
How to cheat in a flag?
Sirrobert replied to DROWNINGMONKEY's topic in KSP1 Gameplay Questions and Tutorials
Eehm... Jool is a gast giant. It has no surface -
Rendesvous and docking questions.
Sirrobert replied to painking's topic in KSP1 Gameplay Questions and Tutorials
Ballancing RCS is done in relation to the center of mass. You can check the CoM in the vehicle assambly building -
ION powered satellite not working?
Sirrobert replied to Deses's topic in KSP1 Gameplay Questions and Tutorials
Right click the engine and check that it is activated. A switched off engine still consumes fuel, but doesn't show animation -
You could theoreticly do it with just 1 RCS thruster (if it wasn't all on rails). It's simply take longer than our own sun has to live
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You see the stats if you right click the science part, but they are really just for show. There are some easter eggs on the Mun if you want to search for them, but basicly: it's a sandbox. You explore because you want to drive a rover around on the mun PS: The next time you try to land this: You don't need it's landing legs to land, you can land perfectly on the wheels (as you noticed). Activate the breaks to prevent from moving. The landing leggs on that rover are to prevent tipping over
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How to cheat in a flag?
Sirrobert replied to DROWNINGMONKEY's topic in KSP1 Gameplay Questions and Tutorials
You can put a fresh kerbal on Jool, he'll have a new flag -
Better to push or pull payload?
Sirrobert replied to JaySmoka's topic in KSP1 Gameplay Questions and Tutorials
The main problem with pulling is that you can't stage like normal. Ofcourse you can have the final orbit stage a pull setup, while the liftoff stage a push setup, but that'd still make the top very heavy during liftof