Snarfster
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Everything posted by Snarfster
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I made this to try to get a Class E into Kerbin Orbit... Refuelling it will be a royal pain in the behind.
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Hmm you might be right. I may need another pilot at my base. Thanks, I'll try that
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I went for totally overengineered. Just after take-off from the Mun, on the way to Minmus. Where it'll gas up as well.
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Today I got this mission offered. Looks like a grand challenge
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What the what? Parts colliding with launch pad while in ORBIT....
Snarfster replied to tg626's topic in KSP1 Discussion
Had the same yesterday, lost both wings on my shuttle. Unfortunately it's a known item which is sort of hard to reproduce. -
Hey Taniwha, Is there a way to increase the maximum build distance when using stakes? I am trying to build a base building by building using stakes to pick where they get built. However, 80 meters seems to be too far. Can I module manage that somehow? Thanks!
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[1.12.x] DeepFreeze (v0.31.0) 12th Sep 2021
Snarfster replied to JPLRepo's topic in KSP1 Mod Releases
The combination of LS and long distance contracts could make it interesting, however, if a tourist crosses a boundary whilst frozen, the game will not recognize the achievement. Let's say, solar orbit is on the list, freeze him in kerbin orbit, thaw in duna orbit, the whole solar orbit part will not be recognized. Not really an issue, since the tourist was a piece of ice at the time. -
Currently on Gilly. Doing scientific stuff with Bill and Bob. He's not looking forward to be frozen again whilst they wait for a year for the transfer window. (Food supplies being limited and such, the nuclear powered freezer is the cheaper option.)
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Today Val did a 4 Kerbal rescue missions in one flight. Landing went great until final approach. For some reason the wings both hit "the launchpad". Val proceded to land the lifting body saving all occupants. If anyone knows how to prevent airbrakes from blowing up during re-entry, I am interested to know. And the original trio filled up the gas tank on the "Eve Explorer" - not very original, I know. Landing on Gilly basically means aiming at the ground and turning the ship around before impact.
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Thawed out my crew, 5 days before they reach Eve SOI. They need to be ready for the terror that is about to come.
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Wow on finding that. I can imagine that drove you crazy.
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Frozen like a fish-finger, on his way to Eve. Trying out the Deep Freeze mod together with USI LS.
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Have you tried not going straight up and down?
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I am guessing your craft is too sleek to re-enter that way. I really suggest adding a heat shield and keeping it pointed retrograde the whole way down.
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Start simple: Parachute - Pod - Heatshield. That should have no issues with a 29km periapsis. (Basically home from Minmus in one go).
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What kind of re-entry trajectory are you using? I find that with a periapsis of 29 km, I tend to do fine with the standard parachute. I've added some drogues to make it safer, but it's not 100% needed.
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Sounds a lot like the "crash by infant" syndrome that happens at my house. Press space to launch, right daddy? Time to revert.
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Should be back in a few days. After Valentina accidentaly turned into fishfood in a freak parachuting accident, they put her back together within a week.
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[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
Snarfster replied to ObiVanDamme's topic in KSP1 Mod Releases
Would it be hard to create a switch to let go of the costs? I mean, I could give it a shot and drop it on github, if you are interested in such a thing that is -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
Snarfster replied to RoverDude's topic in KSP1 Mod Releases
What does it show when you look at the modified config file in debug? @PART[DERP_StowBag]:NEEDS[TACLifeSupport] { @RESOURCE[Supplies] // Change Supplies into Food. { @name = Food @amount = 82.275 @maxAmount = 82.275 } RESOURCE // Add Water { name = Water amount = 54.375 maxAmount = 54.375 } RESOURCE // Add Oxygen { name = Oxygen amount = 8325 maxAmount = 8325 } } Care to try the above? BTW, your first config is missing a closing brace. Could be that causes the next bit not to be processed. -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
Snarfster replied to ObiVanDamme's topic in KSP1 Mod Releases
What if I add a resource like ore in a higher ratio than rocketparts. For example 10 parts ore to 1 part rocket parts. (I know I'd be adding an additional resource, but one that is quite easy to obtain). Would that the effect I am looking for? -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
Snarfster replied to ObiVanDamme's topic in KSP1 Mod Releases
Hey Obi, Thank you for your great mod. It's great to use this together with the USI colony things. I just have one question. I am trying to switch everything to rocketparts instead of materialkits. In order to keep the amount resources needed to build something "sane" I would like to modify the ratio at which rocketparts are used. Right now a single KAS strut end point takes 500 rocketparts to build. A tad much Is there something I need to override in order to do so? I tried changing the number in the default recipe, however that didn't seem to have an effect. -Snarfster. -
I tend to play career. It forces me to think outside the box and work with the parts that I have available. Quite often I wonder how on earth I got certain craft in orbit when it suddenly gets SO much easier to do the same due to newer parts, more powerful engines etc.
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What is the largest/longest range aircraft you've built?
Snarfster replied to A35K's topic in KSP1 Discussion
This one is in the long range category. It uses a nuclear reactor from USI and 6 electrical engines. I don't know how long it could stay airborne, but at least a year or so. -
Does anyone here play Orbiter 2010 to practice for KSP?
Snarfster replied to The Russian 1021's topic in KSP1 Discussion
Man, that's been a while. I think you could orbit. Although there wasn't much to show you whether you would IIRC.