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Arsonik
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Everything posted by Arsonik
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[1.1.3] RealHeat (Minimalist) v4.3 July 3
Arsonik replied to NathanKell's topic in KSP1 Mod Releases
I don't mean to ninja your thread, but seeing all of these "realistic" mod-devs here (looking at you Nathan/Star) I just want to pose a real quick question. Without utilizing a heat shield, should it be feasible for an SSTO or any lifting-body configuration to re-enter in 64k? I don't normally play with scaling configs. I've managed to put an SSTO into orbit after many many attempts and rebuilds. But I can't bring the thing down safely. A Stock Mk 1-2 command pod with a stock 2.5m heat shield makes it through just barely. Without providing to much more info and derailing this discussion to far, does that sound about right? Obviously it SHOULD be possible (We had STS program in real life afterall) so I'm under the impression that its simply a stock parts limitation. I'm tempted to change some temp limits on stock parts or play with the heat difficulty slider a bit, but I wanted to hear from the "pros" first. I should probably add I play with the latest FAR install as well, but I don't have DRE. Maybe that is the problem? -
"Is it practical? No, who cares."
Arsonik replied to RandomName101's topic in KSP1 The Spacecraft Exchange
That was really cool. I'm imagining multiple setups like that and a bit of post processing on your favorite video editor to make it look like a real lengthy show, but that would be way more work then I could ever commit to. Half way through I'd have some other crazy idea. That is unfortunately my curse with Kerbal I'm definitely an engineer at heart. I will labor tirelessly over a rocket/plane for HOURS only to test fly it, have everything go perfect, grin, and delete it. Lmao I literally don't keep any copies of stuff.... I guess I play mostly just to challenge myself. -
"Is it practical? No, who cares."
Arsonik replied to RandomName101's topic in KSP1 The Spacecraft Exchange
LOL @ Kraken Tree, I like it. Gonna have to caption the pics now A few versions ago I was out of ideas for things to do, and took a liking to strapping as many SRBs on decouplers as I could without crashing [the game]..... I've since updated my CPU, might have to try this again -
Could you elaborate a bit? Are you saying this takes off from Tylo surface and makes orbit? I must know more. Sounds like witchcraft to me.
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I have a light SSTO that works in 64K (6.4x Scale). It is taking advantage of SCRAMJets from Instell Aerospace (Hope I'm remembering the mod right) however. I don't feel like opening kerbal and taking screenshots for something that might not be relevant to you, but if you request I can show you. I've been getting around to setting up on twitch lately and I just haven't bothered to stream because I don't know what to do. I think I might just pick one day a week to stream for now and set up like "Kerbal Workshop" day where I can do live tutorials for people. But now I'm off topic. u_u;
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"Is it practical? No, who cares."
Arsonik replied to RandomName101's topic in KSP1 The Spacecraft Exchange
Did someone say fireworks? How about a hang glider flier? -
I imagine you are reaching a certain combination of air speed and atmospheric conditions that are ideal for the engine. When it reaches its optimal operating condition it sort of kicks into overdrive. I've noticed this sort of behavior with the Rapier and turbojet. I might be thinking of a different situation then what you are experiencing however. The pictures don't necessarily make it clear what you are describing.
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A basic question about the Kerbalverse- Naming Stars?
Arsonik replied to GarrisonChisholm's topic in KSP1 Discussion
I have a custom skybox installed so it matters not to me. -
3 kerbal capsule too heavy?
Arsonik replied to Vegetal's topic in KSP1 Suggestions & Development Discussion
You guys all got it backwards, the other parts are just to light. It may have some guidance computers on board, electric charge, and mono-propellant but it says right in the description that it is hardly a shell and couldn't withstand very rigorous conditions if I recall correctly. Although I may be mistaken.Personally I feel that all the pods should be balanced against their relative parts that don't have guidance or control systems on board. For example, the Mk1-2 Pod could be weighted against the Hitchhiker + SAS + Battery + Monoprop. The mass of the two should be relatively similar. While the pod should be somewhat heavier, this shouldn't be much of a difference. Heat shields are now a secondary part adding even more mass to the pod. We don't need to add mass to pods themselves anymore since the old argument was that they were heavy to withstand the rigors or re-entry. Therefore the pods should all have their mass' reduced and vise-versa for the heat shields. I will leave my opinion on where the numbers should be out, balancing is Squads job. I think these are fair assessments to make however. -
I'm having issues with clouds being at ground level. I've peeked into the config file for BoulderCo and I think I know how to fix it, but before I go changing numbers is there an already known configuration I seem to have overlooked? Thanks.
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
Arsonik replied to SuicidalInsanity's topic in KSP1 Mod Releases
I've been sitting on 1.0.2 for some time now waiting for more feedback to update, but echoing what sober667 has said above, I might put aside my doubts about updating KSP after seeing everything new you've added to this mod. Keep up the great work!- 1,520 replies
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There is only one radiator part that you need
Arsonik replied to ShadowZone's topic in KSP1 Discussion
Personally I think the pods should come with a considerable amount more power and batteries should be a thing reserved to special considerations and probes. A lot of the time I config edit my pods for that very reason. -
Do the precoolers do anything?
Arsonik replied to yorshee's topic in KSP1 Gameplay Questions and Tutorials
In 1.0 I had been using 2x precoolers in front of my turbojets. They were radially attached to a Mk2 body. This setup seemed to deal with overheating better then anything else I tried in stock 1.0. Just an observation. -
You can quick save in atmo since the last couple of versions.
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Mine isn't very large I'm afraid. http://steamcommunity.com/sharedfiles/filedetails/?id=186530039 When I had first started playing the game back in Jun '13 I was using Impossible Innovations with BahamutoD's old wheel pack and little to no idea of how to do anything. I made some pretty absurd gigantic rover/plane/rocket/tank/thing things then that I have no pictures of anymore. Good times Since then I don't really rover anymore. The wheels work much worse then they did when I first started playing. That is a huge gripe of mine that I've actually kind of forgotten all about until just now lmao. Oh well, there is hope in sight with Harv's recent announcement of a wheel design/system overhaul!
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Well, I've been using this Logitech Extreme 3D Pro for longer then I can remember. It may have been as far back as the Win 98 days. She is showing her age although there is a big resemblance to the newer ones on the Logitech website bearing the same name. Talking about a JOYstick here btw. So, its really killing my KSP experience not having a throttle bar more then anything else. I'm setting aside some cash for a nice hardcore sim setup. In the meantime, I'd entertain cheap alternatives. Is there anything in the $40-$60 USD range that anyone can recommend? Should I go with the 3D Pro or is there something significantly better in that price range now? This will be my second joy purchase so I'm a bit of a virgin on what kind of technical stuff I should be looking for. I'd also love any suggestions for a really nice stick with pedals etc. type setup to replace & upgrade the 3D Pro. Up to $250-$300, but really I would be much more comfortable in the $200 range. I have DCS Blackshark and a few other sim's I just haven't been able to put any real time into yet. I feel like the 3D Pro doesn't cut it for those types of sims. Maybe I'll post a picture or two of the old 3D Pro if anyone is interested. Nothing to see really unless you are interested in how it has changed.
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If RSS could be integrated into stock in such a way that the difficulty sliders on career/science proportionally effected planet scale and distance.... Well..... I can dream, right? Have you considered just cutting your old design in half, or separating the radial sections off? Just use a stack separator for the command pod instead of docking port (just to reduce the number of docking ports, doesn't really matter), and add the fuel/engine/leg stacks via docking? Or just launch the standard version empty and refill on a second launch? Using the vertical snap you can get docking ports perfectly centered on the fuel stacks /center stack by pressing "V" while mousing over the docking ports and after attaching them to the stack in question. ((I think "V" haven't played in a few days)(Might only be with Editor Tools?)) This will make building the docking ports for radial stacks symmetrically very easy (literally the click of a button). Sure you're looking at 4 launches now for 4 stacks, but you can replace those stacks and extend the re-usability of the design in case an engine breaks or something. Heck, for say a Joolian mission you could just leave the lander there for return secondary/tertiary missions later on. Just package the 4 radial parts docked to a couple of large structural beams or something to keep it compact. You could probably fit 4 2.5m stacks into one (albeit large) fairing that way. Send it all out in one go to your lander, with crew/return vehicle of course. Repeat for additional missions ad nauseam. I may try building something along these lines myself incorporating the science lab into the primary lander. Usually I keep a station in orbit with a lab for most bodies and do multiple landings as necessary. Won't have to rendezvous as much this way, and I can probably get a ton of dV out of some orange tank stacks.
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Look up Mun speed runs. You'll get the general concept down from watching a few of them. Scott Manely did a few high-speed rescue missions towards the end of his Interstellar Quest series as well.
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To be fair I mostly was in agreement with your position. It is the people going on about controls and hardware limitations, calling the doom of the game because of... minecraft? And so on and so forth. The amount of pure speculation in this thread isn't unusual except that most of it is unfounded. You just happened to be the first person I commented to. -snip-
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How Squad could have prevented the entire PS4 fallout
Arsonik replied to ShadowZone's topic in Kerbal Network
In your opinion. -
How Squad could have prevented the entire PS4 fallout
Arsonik replied to ShadowZone's topic in Kerbal Network
This doesn't merit its own discussion thread. I'm sorry if you felt your opinion of PS4 was more valuable then the other 100's of people already discussing it. http://forum.kerbalspaceprogram.com/threads/125658-PS4-Announcement-Discussion -
Taken straight from wikipedia. I think the evil mobile games company deserves a shot as much as the marketing monkeys. Just playing devils advocate here.
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I respect your position and I agree on some of your points. But at the end of the day this is a completed game. It has 2 goal oriented game modes and a sandbox. Full mod support. Unique gameplay features not found in any other game. And most of us that have been around got it for around the same price as a large coffee or a pack of smokes. So while I understand your position about SQUAD not hiring more people (ECHO that in fact), I don't think its fair to say your still waiting for a space tycoon game. It's right here. It might not be exactly as it was envisioned in the beginning, but it is one of the greatest games of our time none the less (IMO). I personally have played more then 1500 hours. And many of the bugs that we are so critical of as experienced long term players, new players won't even notice. I am 100% satisfied with the product I have. I will continue to ask for further development and be critical of the dev process, but we really are not owed anything at this point. and I feel like everyone bashing SQUAD for this decision is really unfair to them. This is a great accomplishment for SQUAD. Partnership with SONY could be a huge thing for them. Remember, SQUAD is a subsidiary of a MARKETING COMPANY. They are not a games development studio first and foremost. I feel like I have a lot more to say about the topic but I'm just gonna put this thread down. Its really getting on my nerves. Maybe I'm just a SQUAD fanboy now. IDK. IDC. - - - Updated - - - What is all lost? What is changed? #Hashtags#Are#Stupid#Teenage#Trends#Go#Back#To#Twitter#Supporting#Arguement#Or#GTFO!!!! There are literally THREE (3) bugs people have been complaining about. HOLY CRAP!!! Someone better call the BBB! I've NEVER experienced THREE bugs in the gold release of a game before! Ok. That isn't entirely true. There are 3 NEW bugs that I am aware of. But seriously get a grip. This game isn't abandonware. It is still being developed. Why do you care if it is called 1.0 or 0.2 alpha. You were promised FREE updates FOR LIFE if you bought before december 2013......
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Speculation is one of those things that are really only good... wait It's not good. Why? I've already pointed out twice that PS comes with native mouse/keyboard/3rd party controller support.
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I can't help but feel like all the bitter veterans here are going to eat there words down the line. We've already been promised a UI overhaul. PS4 has native mouse/keyboard/3rd party controller support. A seperate company is doing to port. With a bigger "repertoire" of games then SQUAD had when they started KSP. But no one said "Screw this I'm not backing this game by devs who haven never 'devd' before". Bunch of friggin cry babies here. I use to scoff at people who talk about the vocal majority, but this forum really does appear like it. Enjoy raging about a bunch of speculation though. Hopefully no ones ego gets to burned when SQUAD comes out with another highly successful version of their unique game vision.