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Everything posted by AlamoVampire
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I find I gotta reply to this particular line in your comment. MechJeb does make things easier a lot of the time, but, the mod is NOT about making things easier, because to be blunt, sometimes MechJeb can make things HARDER than they should be. MechJeb is a wonderful tool for having information you would otherwise NOT have. Your exact Delta V for example. Your rockets total weight. MechJeb is also good for doing tasks that would require an intense amount of baby sitting. 30-40 minute nerva burns? w/out MechJeb you gotta sit there and baby the rocket and keep an eye on it, WITH mechjeb, just set up a maneuver node, hit engage and the tedium is taken care of for you. Going to make your next landing after so many before? MechJeb has you covered usually, when it decides its not gonna screw up and suicide burn into the dirt. The long and short of it is, MechJeb is a tool that is vital if you want a broader knowledge base within your game. Other mods like say NovaPunch add more parts, bigger engines like 3.75 meter or the mighty 5 meter stuff. Other mods open up more things to do like the kethane mod. Never used that one myself, keep considering it, but never used it. Look, it is your copy of the game, and you can play it like you wish
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Its not about how long it took its about the fun getting there! I forget how long it took me but i know i had fun gettin there
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ive not used SAS yet in .23 as I let mechjeb handle the work on my missions lol
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whackjob, that is entirely too impressive. I cannot begin to fathom the beast that will LIFT that.
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doesnt matter if they change or stay the same, the fact that they are there on the Sun, is what impressed me
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I was checking on my satellite orbiting the sun, and I noticed something peculiar when I turned my camera towards the sun. Did you know that you can see sunspots on the sun in game? check this out, to either side of the solar disk depending on which picture you look at, either right or left edge of the disk. enjoy
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glad it has a quick fix
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Just glad to point out my first Easter egg
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it does? now I gotta go look XD EDIT: yup XD S1 04101957 Sputnik 1 April 10, 1957 ALSO note the 0X62656570 in ASCII it spells BEEP lol <had to look that one up lol> wondering now what other fun historic tidbits are hiding on our gear
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I know, but still, your designs are jaw dropping and awe inspiring!
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Whackjob you scare me more right now because you are planning on taking us over with your creation, we are not ready to bow down that hard XD
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found me an easter egg on the lab module XD those numbers on the top of the module? NORAD Tracking ID Numbers for Zarya Module and MIR Space Station or 1998 067A and 1986 017A respectively. the hint for this is directly BELOW the numbers at the modules bottom edge ISS and the Russian Characters
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Does anyone also hate the MK1-2 pod (3-men pod) like me
AlamoVampire replied to royying's topic in KSP1 Discussion
i love that pod, its my GO TO pod for multi man missions -
there is a big indication at the BOTTOM of that module too! 2 words, 1 in english, 1 in russian. english below the ISS module number and russian below MIR's number!!
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Okay, as we all know, we got some fun goodies in the new patch. One comes with an easter egg of sorts, and all it takes to spot it is knowing what you are seeing! Take a look at this picture and tell me what you see. Nothing special right? Look closer at the top of the lab module, you see a set of numbers. 1998 067A and 1986 017A. Now, I know what you are thinking. Alamo, Alamo, Alamo, there is nothing special about those numbers, they are just fluff added to the module. Actually folks, they are NORAD tracking numbers. Number 1998 067A is for the Zarya Module of the International Space Station. http://www.n2yo.com/satellite/?s=25544 AND Last and not least is 1986 017A, which is again a NORAD tracking number, this one, is for MIR Space Station!! http://www.n2yo.com/satellite/?s=16609 I just thought you guys would get a kick outta this one! Oh and for further kicks, Zarya looks a bit like the new lab module! http://upload.wikimedia.org/wikipedia/commons/thumb/d/db/Zarya_from_STS-88.jpg/300px-Zarya_from_STS-88.jpg
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cant wait to see what Sir Whackjob comes up with! in the interim I think Thor LP has the record for the largest rover to fly. I cannot find it, but its in his Insane Rockets Division Season 6 somewhere...
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looks like they are starting to go a more realistic route, which is cool, gonna make it so we plan our stuff more precisely @flamedsteak: yeah, it was the best way to speed across minmus lol BUT, I think I can see a realistic approach with it
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Okay guys, I just noticed something peculiar with regards to EVA fuel. I just launched a test mission in a new save to make sure my mods were working correctly after the new installs and went EVA. I noticed I had a full tank, as was expected, but what caught my eye was the read out: 5.00/5.00 is this just an oddity or did they drop fuel down that far?
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Okay so anyone have any idea when r4m0n will have mechjeb .23 compatible? I know of the dev build my but also know its not a full mj.....
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Ive heard the dev build mj has issues which is why i asked if there was a NON DEV BUILD version that was up
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Does the Community Want Better Aerodynamics?
AlamoVampire replied to spudcosmic's topic in KSP1 Discussion
As long as its done right and does not bog things down sure -
My question is this, is there a non dev build mechjeb operational yet for .23? Also any new installs for the following: Romfarers lazor docking cam Novapunch pack Procedural fairings Be kind in your replies pls I'm doing this atm from an iPhone so I can't fully research it
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i think i will wait to even LOAD my game until the mods are updated, most if not all my ships I use now are modded. Romfarers Lazor Docking Cam, MechJeb, NovaPunch 2, Proc Fairings are my 4 mods, and I would rather not break something in my save files. A few days or so will see a fix for em i wager. I know, some of my mods according to prior pages are working, but, I would rather them all be GREEN
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wrong direction: possible to fix?
AlamoVampire replied to billycop32's topic in KSP1 Gameplay Questions and Tutorials
I sometimes intentionally enter a retrograde orbit for kicks. But, if you wish to be in the same direction as the body your in orbit of, just point pro-grade and burn. eventually you will stop all motion and then start to accelerate back into a 'normal' orbit. have fun!