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Koolkei
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Everything posted by Koolkei
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is this racing class dead???
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The Kerbal Design-Build-Fly Challenge
Koolkei replied to NavalLacrosse's topic in KSP1 Challenges & Mission ideas
sucked on that no load landing. took too long on landing lemme do the math umm wait..... fastest mission time/ my time??? what's the fastest mission time? oooh. i see you already calculated mine for me thx and. i didn't expect mine would even double yours.... or even more.... O_O im surprised myself -
Kerbal Dynamics: It's A Lot Less Bovver Wiv A' 'Ovver
Koolkei replied to ihtoit's topic in KSP1 Challenges & Mission ideas
sooooo question...... would any more kerbals or more dead weight adds up to more score? -
hey. that's a good idea. lemme see my old craft, it still exist
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umm.... there's quite plenty of pro players who did this already...... they just dont post their journeys in the challenge sub-forum
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Shouldn't Nuclear Engines Have A Higher ISP?
Koolkei replied to NeoMorph's topic in KSP1 Suggestions & Development Discussion
you dont watch scott manley do you? he literally said. we have deltaV way more than enough since LONG time ago. the problem is life support, it takes years to get to duna, and on the way back, about the same time. the part that goes to duna might need to be like 75-80% filled with life support and only can support for one way mission, and not enough for the way back. the mun, if i remember correctly only needs 3 days to travel, another 3 on the way back. that's pretty low compared to space base that holds like 6 people or more for like 3 to 6 months. -
up up and away.....
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the basic ones? they are low alt engines.... as low as possible, like <6k is the highest i can recommend, beyond that, it just sucks too much fuel, while providing too little power. if you want to go higher, use the high alt engines. at low alt, they barely have any power, their true power starts at 5k alt. the highest spesific impulse. beyond that, spesific impulse goes lower, but power goes much higher
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well this is interesting....
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To the mun without any debris left in space.
Koolkei replied to Bearsh's topic in KSP1 Challenges & Mission ideas
wow i actually did this in career mode actually (accidentally) with only half of the was it 4th or 3rd tech level unlocked.... -
oh... so didn't have to do anything in the first place heehee btw.... just..... what? how? well it's kinda simple most trucks here are mostly using 200parts+ each from what i seen. mine? looks like the only one with <150 parts well im running it on an AMD A6-3420m APU laptop (the first generation APU) which has quad core but only half are used by KSP, and 1.5Ghz of clock speed doesnt help either. so not that i cant use more parts, it's my laptop cant handle more parts.....
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cant you just use my original one? i mean for the photo shoot?? or should i make another beauty pose shoot?
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so far..... there's a lot of 12t+ trucks aren't there? maybe ill think about making 1 that weigh just about 12t. btw i can participate in both right? the 6t and 12t?
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i just dont really know how people are making their truck way over the minimum limit..... while im struggling to bring mine to weigh 6t
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needed more bump up huh?
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[Scenario] Hostage Rescue: Icy Prison
Koolkei replied to SirJodelstein's topic in KSP1 Challenges & Mission ideas
if only the complex didnt has 300+ parts i would be doing this..... but 200+ parts already brings my laptop laying down barely alive..... -
hello again ihtoit... im gonna go try this one... gonna go with the super simplistic design. 90% done.... just need some ironing of bugs and imperfection and what not
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The Great Fuel Shortage (Kethane)
Koolkei replied to MarvinKitFox's topic in KSP1 Challenges & Mission ideas
sooooo xenon is allowed as long as it's not from kerbin?? i thought ion thruster was not allowed -
TT's Mod Releases - Development suspended till further notice
Koolkei replied to TouhouTorpedo's topic in KSP1 Mod Releases
agreed i just love the multiwheels and accidentally, the second rover i built with this mod could drift all the way along the KSP area...... (was testing how much power would 12 flat 4 engine produced. it was immense) any plans for updating this mod? this would be a great rover for ET planets -
is this thread down?? it's such a letdown if it is. i was hoping a lot from this
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Asymmetricality! The true original Kerbals!
Koolkei replied to nobbers12345's topic in KSP1 Challenges & Mission ideas
someone made a challenge for a flopsided airplane.... lemme go look for it found it.... but not exactly a rocket..... built in .23 if i remember correctly or is it .22 i dont remember 1 more thing believe it or not, that was with FAR -
TT's Mod Releases - Development suspended till further notice
Koolkei replied to TouhouTorpedo's topic in KSP1 Mod Releases
so purely. just extract it and dont do anything more?? -
TT's Mod Releases - Development suspended till further notice
Koolkei replied to TouhouTorpedo's topic in KSP1 Mod Releases
doesn't the control work by default? like stock rover wheels? and yes i unzipped it OUTSIDE the Gamedata forlder but there's a 'plugins' folder from your mod and 'PluginData' from squad itself. so i put the 'plugin' into the 'PluginData' folder besides that. nothing, like other folders, i keep them in the KSP main directory.... -
TT's Mod Releases - Development suspended till further notice
Koolkei replied to TouhouTorpedo's topic in KSP1 Mod Releases
oh wow. i thought this thread was dead.. then i looked at the last page hehe anyway you said the multiwheels 0.6 still works for the latest version right? how do i install it exactly? (i mean step by step, trying a couple times still wont work/show up the parts) update: the part show up... but i cant make my rover run.... i tried the saved rover.... still cant run -
I don't seem to have any tracks in the persistent trails widget thingy. I think there were supposed to be some. (Probably my fault.) Where can i get them form? and where do i put them? or is there only one so far? Thanks for the help and sorry if this is super obvious. mk7?? that a lot of prototyping..... mine only go through like 3-5 repairs and fixes..... and for the trails widget. on the right below you resources bar. that yellow footprint button. click it. last one. you sure only putting 20 units of electric charge there?