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KSP2 Release Notes
Everything posted by HeadHunter67
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I love these parts - while the Interstellar mod looks interesting, I have zero interest in playing "Kerbal Star Trek Program". I'd rather not have antimatter and Alcubierre drives in my KSP.
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I'm not sure how to use what you linked. Some advice, please?
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I still haven't gotten to use the 0.22 subassembly feature (keeps telling me "nowhere to attach" or something), so I can't say whether it's better. I knew what I was doing with this one at least.
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What do you think of the new Communotron 88-88 design?
HeadHunter67 replied to SuperWeegee4000's topic in KSP1 Discussion
The new one is FAR better! So what if it won't fit on a 1.25m part? If you've got a smaller craft, try a smaller antenna. -
What do you name your space agencies?
HeadHunter67 replied to GalaxyGryphon's topic in KSP1 Discussion
Mine is called KRASH - Formerly Kerbal Rocket and Space Headquarters, now Kerbal Rocket and Science Headquarters! -
Are you talking about multiple surface samples from the same biome, or are you unable to store samples of different surfaces in the same pod?
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Did you recover the debris? Because sometimes, that will do it.
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I own both versions. The Steam copy updated in seconds upon launching the Steam client when the update release was announced. My store copy took somewhat longer - the first attempt to download was very slow and eventually timed out (on a 50+ Mbps connection). Tried it again and it only took a couple of minutes.
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Are there any config geniuses out there that can help turn this wonderful science module into a part that's really capable of generating Science in career mode? (And probably place it on the tier following the Junior?) I really want to build a scientific station with this on it.
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[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
HeadHunter67 replied to Tiberion's topic in KSP1 Mod Releases
The biggest and best is the first to update? Today just keeps getting better! Thanks so much for doing this. -
Alternatives to Ferram for realistic drag models?
HeadHunter67 replied to Proply's topic in KSP1 Mods Discussions
In. the. game. I don't mean to sound contentious, but that's the only reckoning that matters to this discussion. "Efficiency" is ambiguous. When I say "by what metric", I mean specifically what significant, measurable statistic that actually affects something in-game. I've already explained why aerodynamic efficiency is only relevant as regards fuel savings, because time-to-orbit doesn't matter if the same amount of fuel is expended. Right now, there really aren't very many such significant metrics in-game - the most relevant one is, of course, delta-v. Is there another means of measuring "efficiency" that actually matters in-game? -
Art by Aaron Diaz (from the Dresden Codak webcomic): This is going to be my flag for career mode now.
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Alternatives to Ferram for realistic drag models?
HeadHunter67 replied to Proply's topic in KSP1 Mods Discussions
Well, that's because there's a lot of ambiguity. How do you propose to decide what's a "better" build? Who arbitrarily decides?This is why I keep asking you about what metric you are going for. -
Alternatives to Ferram for realistic drag models?
HeadHunter67 replied to Proply's topic in KSP1 Mods Discussions
But if you want them to use the same delta-V, then that purpose is purely academic for the point of the game - unless you're impatient. If you use the same amount of fuel to get to orbit either way, then a more aerodynamic build is purely academic - which was my original point. So again I will ask - in what measurable way would the change in performance make a difference in the game? -
A theory for why Kerbin's gravity is disproportionate
HeadHunter67 replied to JMBuilder's topic in KSP1 Discussion
In other words, the forums? -
Alternatives to Ferram for realistic drag models?
HeadHunter67 replied to Proply's topic in KSP1 Mods Discussions
OK, I'm starting to understand where you are coming from, now - though I hope you can see how I'd get the wrong impression from what had been written. So, aside from the debatable dV savings, what should the measurable effects of a more aerodynamic build be? For the life of me, the only other metric I can imagine is atmospheric efficiency - such as what we can see in KER. And all that really affects is terminal velocity and how fast one can ascend. Is that alone reason enough for using FAR? -
So... you were sleeping, but you expected them to come in in the middle of the night and update it, for all the sleeping users? First of all, it's not even explicitly announced as a release date - and even if it is, that doesn't mean "midnight" your time, or even their time. Some time today is the best you can hope for. This is why most forums have a rule forbidding 'when will it be released?' questions...