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KSP2 Release Notes
Posts posted by zxczxczbfg
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I'm having issues downloading ReStock via CKAN. It keeps throwing the error "An existing connection was forcibly closed by the remote host" and I have no idea what that means.
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I'd recommend using emptied-out fuel tanks as pontoons, with long tailcones and short nosecones to keep them stable. Make sure to keep the body of your plane clear of the water unless you're making a flying boat that requires it; water drag is a harsh mistress.
For a first seaplane design, I'd recommend a nice low-speed setup (a single basic jet engine, or a propeller if you're into modding) with twin underslung pontoons and a nice high wing. Something like a DHC-2 Beaver, maybe. Design conservatively; high-performance seaplanes are going to be a bit beyond your ken for the time being. -
I was having a very similar issue until I pared down my mod list a bit. That's actually what started my transition from over-the-top mods like B9 and EVE to a more reserved selection.
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Learned that getting to orbit requires going sideways as well as going up.
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In the early years of spaceflight, the crews were all-male. Nobody really made a fuss, because it was the 60s.
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RainDreamer said:Soo...why is that a bad thing? If the engine ignite the whole place will be on fire either way right?
Not quite. Having extra hydrogen built up in the engine bells when the main engines ignite is what engineers call a Very Bad Thing. You're sitting on many tons of highly explosive substances; having some leaking when the rocket engines start is a disaster waiting to happen. It wouldn't matter much to the launch pad, but it might matter a lot to the spacecraft.
Edit: Ah, gorrammit. Ninja'd!
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I must admit that I don't use it as often as I should. I prefer inline engines for my rocket designs. I'll have to experiment a bit with the Thud now.
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Personally I just set MechJeb to auto-execute my maneuvers, then tab out and do something else.
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Concerning LF tanks: Just integrate StockFuelSwitch into the base game. That way, you wouldn't need multiple sets of tanks.
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Well, a number of devs have discussed creating a new gas giant, of which Eeloo is a moon. I suppose Old!Moho could also be a moon as well. (Possibly with volcanoes!)
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A freefall environment would allow the growth of absolutely perfect single crystal substances; this could have implications for electronics, among other industries.
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What is the best way of building a ground based ASAT?
I think some sort of booster stage armed with a few HEKVs would be best. The HEKVs by themselves haven't got the range to reach an orbital craft.
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Granted. However, you can only make spherical puns in a vacuum.
I wish KSP would update more.
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Recommendation for new weapons:
M2 Browning fixed .50
M1919 Browning fixed or flexible .30
Oerlikon FF/Oerlikon FFL/MG FF/Type 99 (these are close to interchangeable for KSP's purposes) fixed non-rotary 20mm
Bofors Gun (the WWII-era one) flexible 40mm
Flak 18/36/37/41 (again, interchangeable for KSP's purposes) flexible 88mm
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I buzzed the tower! (Literally, I buzzed the control tower on the SPH for the first time ever.)
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I use Separatrons (and sometimes Fleas) as RATO units for really big aircraft.
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Plane landings: Never actually landed a plane on anything but the broad, totally flat northern ice cap of Kerbin.
SSTOs: Never built one that actually worked. Not one.
Memory: I'm playing KSP on a rather old laptop.
New aero: It's harder than I thought to re-jigger my old designs to work without running out of fuel due to too much drag, or overheating and exploding due to too little drag.
EDIT: Finally managed to take off and land an Aeris A3 on the SPH runway. After buzzing the tower for the first time, no less!
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I think an "auto-execute maneuver" feature for pilots would be nice, but any other sort of autopilot would be a breach of the spirit of the game (seriously, if you bring up integrating autopilot into stock, you get burned at the stake by the manual piloting purists).
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The octo2 probe core had the reaction wheels removed. If you had only the reaction wheels inside them they will no longer turn.
He said that the problem is in version 0.25. Which unfortunately means that I have no idea what might have gone wrong.
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Some suggestions for the next part update (a lot of these have probably been suggested already):
M1919 .30cal machine gun
M2 .50cal machine gun
Oerlikon FFL 20mm cannon
HVAR
MK 103 / MK 108
BK 3,7
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Coffee. Lots.
In all seriousness, though, something you can easily eat with one hand and put down at a moment's notice, like potato chips.
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Send up an unmanned retrieval ship with a reentry-worthy capsule for Jeb to ride in. You'll probably need to look up tutorials for rendezvous maneuvers. Until then, though, just leave Jeb in orbit (Kerbals don't need life support in the stock game and there's no time limit for EVA).
Failing that, I don't think Kerbals can die from re-entry heating. You could just nudge Jeb out of orbit (make sure to land him on his head, which is the toughest part of any Kerbal, believe it or not).
In any case, if Jeb dies he respawns automatically.
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All stock rover wheels have some form of suspension except t̶h̶e̶ ̶"̶r̶u̶g̶g̶e̶d̶i̶z̶e̶d̶"̶ ̶w̶h̶e̶e̶l̶ ̶a̶n̶d̶ the small landing gear bay. However, I don't think this suspension is adjustable (though it is lockable). Keep in mind, however, that all wheels have a maximum speed; when they reach it, they will be destroyed, terrain quality irrelevant.
A screenshot of your craft would help with the design issues, of course.
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Maybe it would go higher with a smaller nose cone?
I think a 1.25m nose cone would work best, since the massive 2.5m cone is very heavy and has a lot of base drag.
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
in KSP1 Mod Releases
Posted · Edited by zxczxczbfg
Interesting that it's happening for Restock but not Restock+ or any other mods from GitHub. I'll see if I can download it the old-fashioned way.
EDIT: Manually going over to the GitHub and downloading it through my browser worked just fine. Curious.
EDIT AGAIN: It's working now. No idea what changed.