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Everything posted by Wallace
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Am I the only one who thinks they should not be spending money on sending stuff into space when foreign aid is paying to feed their people?
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This there is my Space Bus MK1, takes 8 kerbals to orbit, then the passenger part decouples to allow a tug to take it interplanetary. It only just manages to reach a 70km orbit and then it has to be flown very carefully. No part clipping or airhogging here though.
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Maybe tweakables might break saves, but i don't see why KSP can't assume if there is no tweak data in the save then the component is in it's default setting.
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How long did you wait in your career for duna?
Wallace replied to mattig89ch's topic in KSP1 Discussion
I went to duna with no nuclear engines, however I did use docking ports, I wouldn't want to have to lift all my return fuel from the surface, though I did insist upon taking the 3 man pod, so if i'd sent the one man pod then lifting off with full fuel would have been a lot easier. -
Did you edit each part individually? cos it's a lot easier if you use module manager, once you have made the template for adding required tech to all the parts it's really easy to just paste in whatever nodes you want to use.
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How to make mod parts apear after stock?
Wallace replied to Wallace's topic in KSP1 Mods Discussions
I just found another unintended concequence; Flags. If you used a squad flag in your save before changing the directory name, it will go to the default flag, you have to edit the persistence file to fix it. -
Wheels still have suspension so different weights will still end up at different heights. I find that the senior ports are the hardest to dock, especially on the surface. I made a large rectangular mun base, launched it in 4 parts before I tested building one on Kerbin. I found it wouldn't dock on the ground, so I had to assemble it in orbit and land it as one huge bit, 14 hitchhikers with a large comms tower on top, plus 4 base rovers to carry it about. I've not tried building a base on Eve, I've only landed single unit H.O.M.E. bases there. I'm guessing the high gravity will make things trickier. Kas could help, or robotics, you can make nice lowrider suspension for rovers with Infernal Robotics. I think most of us have seen that epic base building video on Duna with the KAS + robotics rover putting everything together.
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How many Kerbals do you have in need of rescuing?
Wallace replied to Fenris's topic in KSP1 Discussion
None, I don't have any stranded but some are on missions with no return vessel, though these are all planned and they have adequate accommodation for their stay, not crammed into pods. -
More Use for Rovers and Analyzing Science
Wallace replied to Deejay2000's topic in KSP1 Suggestions & Development Discussion
You can make rover s worthwhile if you land right on the edge of a biome and cross over, tho it's a lot easier to make a short hop in your lander. One thing that might be good for rover is if surface science experiments were immediately depleted in a 100m radius whenever you take a read, so at the moment, you can land do a goo experiment, transmit, do another for just a few less points, transmit. If it immediately went to zero for the second experiment in 100m of a previous experiment, then you'd have to go off in a rover and collect a sample. Another idea that could make rovers better than hopping in a lander, you could have it so your landing engines contaminate the soil immediately where you land, so taking a sample right at the bottom of the ladder is worth a bit less then if you go a decent distance away. I really like this idea, the best mission I did with remote rovers in sandbox was I sent out ISA mapsat satelites to map the mun, and located all the anomalies on the map, I was using the old version with just the small map, so the coordinates were not so accurate, so I had to land in the right area, than search about in the rover until I found the anomaly, sometimes I'd spot an arch as I was coming down, and I'd try and land close but mostly there was a lot of driving about looking for the anomalies. Eventually I had to quit that game cos ISA mapsat was too crashy on my system. If there was a stock mapping system for finding special location and getting science then that would be really cool. -
YAY! I love Red Dwarf! The docking is so cute, bug-kiss! I bet the spherical tanks don't work with Kerb Paint so we can't make it green. Still totally awesome anyway.
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there is a mod for a radial drogue chute if you search the forum, however if you check the config it's not the same, it opens earlier and has higher drag so i modded the cfg to match the stock drogue chute.
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640: Round planets are soooo boing, everyone has them, We need Kerbin replacing with the Discworld, and KSP can now stand for Krull Space Program. Kerbal scientists will be replaced with wizards and astronauts with Chellonaughts. We will gain science magic points for discovering the sex of the turtle. Krakens will be replaced with Luggages.
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My Kerbin needs a good cleaning of debris
Wallace replied to CrazedGunman502's topic in KSP1 Discussion
You don't need inline probe cores to deorbit your stages, use a strut to attach a stayputnik radially, you can tilt it up so it's pointing the right way too. -
Ion supliment engines on manned craft
Wallace replied to Dun Kirk's topic in KSP1 Gameplay Questions and Tutorials
if you have 2 nuclear engines and enough fuel to make them worthwhile then that craft would be way too heavy to make ion engines effective. If the ship was just a mk1 pod ion engines then maybe. -
Gimbal lock is a problem for programming too, if you use Euler rotations x,y,z , you can reach situation where they will not combine properly due to gimbal lock, to avoid it mostly Quaternions s,x,y,z (tho confusingly some programming languages have them x,y,z,s ) are used which have very nice ways of combining and also of rotating vectors, but I digress, the problem is, humans have a hard time intuitively understanding quaternions, if you see the Euler rotation, 90,0,0 you can probably tell it's 90 degrees off in the X axis, so you can easily visualise that, and tell that the top of the object would now be facing right, but with quaternions, it is pretty much incomprehensible, so you have to convert from quaternion rotations to Euler rotations for the stupid humans to understand it and input their controls and that's where the problems occur. Also I heard that washing machines that have more computing power than the Apollo capsule, and I heard that one in the 90's before they started adding the silly little dot matrix screens on appliances.
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My new respect for the reworked landing legs
Wallace replied to dudester28's topic in KSP1 Discussion
Solar panels do have a broken state, I just don't think they can be repaired, also annoyingly the small fixed panel can be broken and it has no damage texture so it looks the same, only right clicking tells you it broke. -
A constant solar wind would be nice, solar sails would be so very cute. Solar flares would be a bit of a pain in the butt tho, you're just bringing in an important and delicate ship to land at Duna, it's essential to your huge colony effort and will need careful airbraking, oh but at the critical stage what's this, a solar flare has hit your Kerbin space station and it will breakup and kill a dozen kerbals unless you quickly EVA them to the escape pods, but you can't leave the Duna ship. I don't think things happening in the background would be good, like you go off some other planet and come back and it's like, solar flare destroyed your satellite while you were gone. edit: I guess it depends on the consequences, if it's you come back and your satellite is now bricked forever, it's now a useless piece of debris, haha sucker, that would blow, if it was you get a pop up, saying MonkeySat 1 has been damaged by a solar flare, and you can send up a Kerbal to EVA and repair the damage then that would be cool.
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How to make mod parts apear after stock?
Wallace replied to Wallace's topic in KSP1 Mods Discussions
I called it AAAsquad, so I don't think I'll have anything come before that, it worked just fine, now I can get to my batteries and solar panels easy, and infernal robotics with all it's dozens of different sizes are sent to the very end, hooray! -
How to make mod parts apear after stock?
Wallace replied to Wallace's topic in KSP1 Mods Discussions
So if I rename the Squad folder as aardvark then the stock parts will always be first? -
Soo, I installed KAS and Infernal Robotics, and now I have to go through about 3 pages of parts to get to the stock batteries because the mod parts all go in front of stock. I noticed however that Stretchy Tanks appear after the stock tanks, and I'm wondering why this is, and how I can do that to the other mods? I don't really want to install a parts organiser mod if I don't have to.
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Nope, Goddard launched it in 1926 19:28 was the time sputnik was launched I googled 0x62656570, the third result was the Kerbal wiki easter egg page which says 0x62656570 converted to ascii is 'beep'
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I'm not sure what the issue is here? Solar panels too far off? wut? I landed on the Mun with just batteries, and did a flyby of the Mun with just pod power, I'm not sure what you are using all that power for, you are probably doing too many transmissions, just go on a free return to the Mun and bring all the data back, you'll have science coming out of the wazoo. Also, you do realise that Gemini was not some kind of basic monkey-on-a-rocket level of technology? It was instigated specifically to develop the technology required to get the the Moon, the Mercury program only managed to last a day in orbit, and they did 6 manned flights to get up to that level, John Glen was back on the ground in less than 5 hours, Yuri Gagarin only stayed up for 1 hour 48 minutes. The MK1 pod I see as being equivalent to the first Mercury pod or the first version of the Volstok pod, and thus I have no issue with the crappy battery level, it's a crap pod, if you want it better, then attach some batteries, they are not too far down the tree.