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Everything posted by HeadHunter67
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i am trying to find a mod but i can't seem to find it
HeadHunter67 replied to Helix935's topic in KSP1 Mods Discussions
Here is the knowledge you seek! http://forum.kerbalspaceprogram.com/threads/37128-0-20-Bucky-s-Instruments-v0-0-4-RAD-ALT-and-VSI-update -
I installed this on my "vanilla"-ish build (well, it does have KSPX and RLA stockalikes, plus plugins), and so far it seems like a far more sensible and enjoyable tech tree! The stock tree is ridiculous - seems like I have access to all the scientific gear just in time to not need it any more. Yours works much better for me.
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Oh, you wacky Russians! It's not enough that you make such cool spacecraft in real life, but now you all get up in KSP and give us all this crazy, fun tech too? (Don't ever stop. áÿðÑÂøñþ !)
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No, it simply took that long to travel between planets. I'd like to see a canonical source that contradicts the intro of every episode: There's no need for it to be a "warp" drive as it's only travelling within a star cluster of four main-sequence stars orbiting a central star. As far as KSP goes, you have just one planetary system to fly in. Doesn't really matter what you call the drive.
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So close!! (Docking)
HeadHunter67 replied to ChrisMayhew's topic in KSP1 Gameplay Questions and Tutorials
I'd definitely also recommend the RCS Build Aid plugin. Use it in the VAB to show if your RCS thrusters are properly balanced to avoid unwanted torque. -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
HeadHunter67 replied to ferram4's topic in KSP1 Mod Releases
For me, it's just a Mk1 pod with a decoupler below it - not far enough into the tree for other ladders on that save. But previously, I never encountered this behavior.- 2,647 replies
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So close!! (Docking)
HeadHunter67 replied to ChrisMayhew's topic in KSP1 Gameplay Questions and Tutorials
NavyFish's Docking Port Alignment Indicator is a great plugin that makes docking a breeze. It's not an autopilot - you still have to do all the work - but it presents the necessary information in an intuitive way. The technique is simple and you can use it to dock even at odd angles with ease. -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
HeadHunter67 replied to ferram4's topic in KSP1 Mod Releases
Has anyone else noticed their Kerbals slipping off ladders during EVA? Prior to using this, they would hang onto a rung without moving, unless you pressed a key. Now they seem to slip off, whether the ship is stationary on the pad, or coasting in orbit. So far I've only noticed this with the Mk 1 pod, have not yet used any other pods on this build.- 2,647 replies
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Well, since there's obviously no point in creating another topic for it, the reasons against necro-bumping make little sense. I will say that with Ferram's new Joint Reinforcement plugin, this craft becomes much more useful.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
HeadHunter67 replied to rbray89's topic in KSP1 Mod Releases
I'll have to try this out - the one thing sadly missing from Universe Replacer clouds was the ability to see them from the surface and in lower atmo. Does anyone know if I can use this in conjunction with an HD Kerbin planetary texture from Universe Replacer? Or does it somehow supersede that? -
There are no interstellar craft in Firefly - as they say in the intro, the Verse is all in a single planetary system.
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LOL! That sounds like all my planes, too. I don't even need landing gear anymore, lithobrakes are standard equipment when I try to fly.
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I got so sick of Jeb trying to stow away on test designs and bumping other crew from scheduled flights, that I no longer allow orange suits to fly missions.
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Indeed, it seems we merely have different concepts of the word "ability". Fair enough, I can see what you're trying to get across - but let's be fair, by that definition, we currently don't even have the "ability" to send a man to the Moon... however, since we've already done so several times, no one could honestly say we don't have the "ability".
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The research has already been done - it's in those "tons of papers" you mention. The reason that no ship has been built isn't because of a lack of technology - it's because of the logistics of a manned mission. Read Mary Roach's "Packing for Mars" and you'll understand why we haven't gone yet.
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
HeadHunter67 replied to ferram4's topic in KSP1 Mod Releases
I'll definitely be trying this out - sounds like just the thing this game has always needed! Thanks.- 2,647 replies
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I got a Rodberry Kerman in a game the other day - reminded me of Gene Roddenberry.
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Alright I'm stumped... abort system
HeadHunter67 replied to Renaissance0321's topic in KSP1 Gameplay Questions and Tutorials
Not sure what to say, then. I've often used other commands in an abort sequence, such as shutting down liquid engines, and I have never had a problem with them not being issued. Understandably, you can't stop an SRB from burning, but if it doesn't work, then do as Chris suggested and make their decouplers a separate action group. Just be warned that an unattached SRB can still be a risk, because it's going to keep on burning - only now, in a not-entirely predictable direction. -
Alright I'm stumped... abort system
HeadHunter67 replied to Renaissance0321's topic in KSP1 Gameplay Questions and Tutorials
...and, I can see in the first pic that they were not fastened in that fashion, but rather snug against the hull. It looks to me like you have found your answer, as I suspected. -
Alright I'm stumped... abort system
HeadHunter67 replied to Renaissance0321's topic in KSP1 Gameplay Questions and Tutorials
This is the correct answer. -
[0.22 career] possible to fail? sould it be possible?
HeadHunter67 replied to TNM's topic in KSP1 Discussion
The reason you get less science after stopping a transmission is that the next transmission is finishing the previous one. You can queue several transmissions, in fact, and they will all send the next time an antenna is activated. So no, that's not going to lose you any science.