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KSP2 Release Notes
Everything posted by Dispatcher
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what was the first thing you landed on (not in the kerbin system)
Dispatcher replied to duncan1297's topic in KSP1 Discussion
Hehe, I'll have to start referring to my fails (manned or not) as "impactors". -
As I understand it, the whale sounds won out over baboon sounds. *Just kidding!*
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Ya got me on the engines, but you wrote "fuel", not "tanks". (As of edit of 11:55)
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What are the weirdest things you've done in KSP?
Dispatcher replied to Felsmak's topic in KSP1 Discussion
...Really... -
Basic Aircraft Design - Explained Simply, With Pictures
Dispatcher replied to keptin's topic in KSP1 Tutorials
Thank you keptin. The addition is nice and seamless; and informative. Actually, since reading your tutorial, I've been making some aircraft without pitching the wings. I think whether or not to pitch them depends on the intended use of the plane. For piloted craft, there seems to be no need to pitch the wings. For my "self flying" planes (no SAS, no autopilot, no mod, no piloting [at least on take off]), pitching the wings has often helped. Keep up the good work! -
Ships: fuel tank(s), engine(s)
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What are the weirdest things you've done in KSP?
Dispatcher replied to Felsmak's topic in KSP1 Discussion
Posting in the KSP forums? Oh, in the game. I made a submarine and it sank. I suppose it was a success. -
Basic Aircraft Design - Explained Simply, With Pictures
Dispatcher replied to keptin's topic in KSP1 Tutorials
keptin, yours is an excellent tutorial. Thank you for all the work that you put into it! It is brimming with useful information, and simple enough for someone like me to comprehend. While you touched on the angle of attack of the lifting surfaces where you demonstrate a proper angle of the entire plane on a runway (nose higher than the tail), it does not specifically address any further pitching of the wings and the effect of doing so. Is this something that you tend to do only by having the entire plane essentially pitched up (on the runway)? I ask because in addition to pitching the plane nose up, so to speak, by the way the landing gear are mounted; I usually pitch my wings up as well. Normally I've had success with this approach. I'd like to get your input on this; perhaps as an expansion of the tutorial. -
Level 3 play through of Bungie's classic Marathon 2. Some of these are longer than others. Video: The game itself plays well on any modern machine and platform, and it can be found here: http://marathon.sourceforge.net/games/marathon2.php See ya star side!
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Clockwise / Counterclockwise atmospheric flight?
Dispatcher replied to Fyzzi's topic in KSP1 Gameplay Questions and Tutorials
I suppose the advantage of an eastward runway launch and flight is for a spaceplane, which by implication would achieve at least a suborbital flight or ideally an orbit. -
What kind of Hardware do you use to run KSP
Dispatcher replied to acidr4in's topic in KSP1 Discussion
6.5 year old iMac. 2.4GHz Intel Core 2 Duo. 2 GB ram. ATI Radeon HD 2600 Pro with 256 MB. No need to spec the HD, its the usual slow stock Mac option. It will probably barely handle Mavericks OS when that comes out. It sometimes handles KSP well. Yes, some of you will feel better now with your own rig specs. -
Hey, some people like consoles (and the Steam controller looks like a console controller), and others like keyboard & mouse. Since I prefer k&m (and I'm really bad with console controllers), I'll pass on Steam's offer.
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I've had perfectly symmetrical "normally" sized ships with 3 or more LSE's supporting them, which once the physics kick in (on the pad) will shake the ships in an instant. And this is with the connection angles flush with the face of the part being held. I never had that situation until after I updated to 0.21. I'm wondering if this is a related situation?
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It looks like you are running your hand loops laterally from the capsule hand loops before installing a ladder. That may be throwing your balance and drag off just enough to produce the unwanted effects. You might want to rearrange all radial mounted hardware to allow for a straight climb down. I actually go further in my designs. I place ladders in 3 symmetry to ensure more balance, but most people here probably would just use the one ladder, properly placed relative to the capsule hand holds.
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Clockwise / Counterclockwise atmospheric flight?
Dispatcher replied to Fyzzi's topic in KSP1 Gameplay Questions and Tutorials
Perhaps the reason why a plane starts out facing east on the runway (and why the runway runs on a W/E line) at the KSC is because Squad felt that there was some advantage in doing so. Of course this may or may not be the case. However, in doing so it doesn't seem to hurt a flight. -
Your image is a bit small. A larger one may help someone answer any remaining questions.
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Its been blocked.
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For question number 2. Take a copy of your KSP Part Tools folder and put it into the Unity Assets folder (at lower left side). Follow the tutorial instructions to essentially create a new GameObject which is controlled by the Part Tools. That new GameObject will be in the Hierarchy on the upper left side. To test that you have it set up properly, take a 3D model file (.dae or .blend or whatever) and put it into a new folder within the Assets folder. Select that model and you will see on the right side a menu. Checkmark the boxes for Generate ... Colliders and Lightmap UV, then press Apply. In a few seconds the model will have been imported to Unity. Drag the model into your new GameObject, in the Hierarchy on the upper left. It won't move but will be copied into the GameObject. Now drag the model's texture file into the same folder where you first dragged your model into Unity (in the Assets folder). Select the texture. If it needs importing, press the Apply button like you did earlier. If it doesn't need importing, applying isn't an available option and its ready. Next drag the texture into the GameObject like you did with the model file. It will copy into the GameObject. If you click on the GameObject arrow(s) you will see that a copy of your model and texture files is there. Select the model. Make sure that the Mesh Collider is checked as Convex, in the context menu. Set the Shader to KSP/ whatever it is you are wanting shader. Select your texture. After that is set the way you want, select the GameObject. In the menu on the right, checkbox Show Materials. Then press the Compile Materials button. Look at the File URL line. Set where you want your files saved. Then ... get ready for it ... press the Write button. After a few seconds. Look where you set the Write to occur. You should find a .mu model file and a .mbm or .tga or however you set the texture to export. That's how you know it worked. As for questions 1 and 3, I don't know.
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Its blocked.
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Docking Nodes and HubMax's
Dispatcher replied to robogungt8's topic in KSP1 Gameplay Questions and Tutorials
Either will work. The 6 way connector is intended for orbiting stations and (inter)planetary and munar bases. I have also seen them (rarely) used as a plane and spacecraft component. So either use a single docking port or else yes, put the 6 way on a larger tank & sporting an engine with serious thrust. Good luck in your docking! -
Welcome DE, there are a lot of us "space agers" here. Its actually a big mix. I think you'll enjoy it here.