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Everything posted by AlamoVampire
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Awesome! Very Iron Giant-ish
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spectacular plane!! looks a BIT like what NASA has planned for mars
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and then could come the cheat codes so those who like me who have very limited if any coding experience and are, again like me, not willing to alter save files beyond the occasional kerbal revival or like me, not willing to alter more than that for fear of corrupting something because of said lack of programming skills. who knows, but, either way, this games gonna be fun, hell, IS fun
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awesome! your ahead of NASA on this one. BTW what mods?
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absolutely gorgeous
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I would also recommend MechJeb 2.0.9 or later <if later exists yet lol> as it was for me atleast, VITAL to teaching me how to rendezvous and dock. Short of that, any of the 6 replies above me, contain everything I could possibly suggest Happy Exploring!
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and I am curious as to why YOU are curious as to what makes HIM so curious. to the OP, its been said already: but, squad moved the forums to new servers, I am thrilled they are back too!
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Save Maneuver Nodes Within Quicksaves
AlamoVampire replied to DannySwish's topic in KSP1 Suggestions & Development Discussion
I approve this idea! the fact the game does NOT currently save them in a quick save <i dont think it even does this in auto-save either> it can be brutal to lose them, especially if you are chaining 3 or 4 or MORE hard to perfect node sequences -
I would try again with a clean install <atleast that is what the guys over in support would suggest when trying to replicate stuff, if you have changed the game in some way>
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it turned it slowly, but, I had damaged it on landing and balance was off and it drifted badly under thrust, so much so, even the massive RCS system on it could not keep it handled. was very Apollo 13 in its wildness
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Are Ion drives useless ?
AlamoVampire replied to Lohan2008's topic in KSP1 Gameplay Questions and Tutorials
no denying its a pretty ship, also, unless I missed my guess, its brutal on the FPS? looks to be north of 450 parts? -
In the pictures below, I have the capsule aligned so North <red line on the nav ball> is to the hatch's RIGHT, and East is directly to the capsules Back side. Also in picture 1, I have it aligned so the Navball shows my back is facing a heading of 090 or directly EAST. I then pointed the capsule's top as close to East and 090 as I could, but, its round, it rolled and landed a few degrees off to a heading of 093. I should also point out, that, using those 2 pictures, you can translate that into first map view of Kerbin itself, then expand out and watch it go along its orbital path, which is anti-clockwise around Kerbol, which, is identical to how Earth goes around the Sun, as do the other bodies in the game. Its why orbital mechanics in KSP work, they are following real world rather closely.
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Are Ion drives useless ?
AlamoVampire replied to Lohan2008's topic in KSP1 Gameplay Questions and Tutorials
Lohan: for a ship like that, ion engines are 100% useless, as that ships mass is far far higher than patience allows. Will it get it done? Yes, if you abuse the snot out the Oberth effect and spend a few days REAL TIME going at it. As someone above said, they are mostly used for high efficiency deep space probes, as they require very little fuel, but a ton of electricity. I think we have a real world Ion Drive probe in space right now, but, its acceleration is not in meters per second, its centimeters per second. -
Well, to be blunt, the SAS in the capsule of THIS beast: was not enough when I first noticed the control issues. It wasn't until a follow up mission that I caught my error on a different rocket.
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I WOULD. It taught me how to do a proper rendezvous and docking. I watched Scott Manley do it countless times, even watched the tutorials and nothing helped. I got mechjeb, because I saw Scott Manley using it for something, and guess what? It was a better teacher than any advice or video ever was. MechJeb is a valuable asset in this game, and considering that they <Squad> have NO INTENTION of giving us an auto-pilot, it very well may become the go to addition for such a glaring vacancy. Source: http://wiki.kerbalspaceprogram.com/wiki/Planned_features Bottom of page reads: NOT HAPPENING: Steam Achievements AUTOPILOT SYSTEMS Weapons or Military Features Alien Civilizations Terraforming Realistically Sized Celestial Bodies Conversion To A Different Game Engine Oh, also, those who think Autopilot is cheating scare me, and I hope none are actual real world pilots, because, they use Autopilot for everything, including landing sometimes <yes, autopilot can land in real world>, as does NASA... just saying. As for why I mentioned what I use autopilot for? Why not? I use it as I would a real autopilot, why not be proud of it?
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First up here, my take on the Spitzer Space Telescope, the telescope itself has 102 parts. Next up: This was actually inspired by a picture further back in this very thread, of Jeb taking a fall from the control tower. Made me wonder how resilient he actually is, SO, I climbed to the top of the VAB, then chucked him off. He lived!!
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hey hey now, cant a guy make a mistake? I mean, you cannot tell me you never forgot something crucial to a rocket. <sniffle>
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I am so sorry for this, the Trekkie in me demands it:
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Can you have multiple mech jebs one one space craft
AlamoVampire replied to Munshank's topic in KSP1 Mods Discussions
ya, you can fly with more on a ship, which can make de-orbiting stuff easier if it still has fuel, but, its kinda redundant to have more than 1 on ship, because as someone said, 1 takes command and the other just kinda sit there, which is fine, do not misunderstand, but, if you are watching part counts, like a station, having as few idle mechjebs is a nice thing. SO... my suggestion <something I do when station building> is, if you want more than 1 mechjeb, add a decoupler to a spot, then put mechjeb on said decoupler. This way, if you are doing this to make a station, you can dump the extra mechjebs once you dock the thing on which MJ was on, leaving 1 active MJ on the core item of your station -
Okay, you ever want a fast way to ditch a booster? check this out! thats a pair of small SRB's on the boosters that are firing in retrograde to the rocket shoving the spent boosters away at a great clip!
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dear god what happened to him?