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luinux
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Everything posted by luinux
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I am a software engineer, I know. I should have added some <joke> tags or something...
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- making history expansion
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No. You can't do this. YOU CANNOT RELEASE IT ON A TUESDAY. YOU HAVE TO RELEASE ON A FRIDAY!!!!!!!!!
- 444 replies
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- making history expansion
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Vostok 1 in ksp
luinux replied to Jeb-head-mug kerman's topic in KSP1 Suggestions & Development Discussion
Valentina? -
Will those two stats get some real gameplay meaning at some point in the near future? Will we see more stats added to kerbals?
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What part of KSP looks good already?
luinux replied to ThatGuyWithALongUsername's topic in KSP1 Discussion
I would like to have amazing places. Not the procedural planet surfaces we have now. I would love to have really steep cannons, awesome landscapes, rough valleys, dry lake beds with dry rivers, lots of different soils and textures, with boulders and rocks and so on. I do thing the current planets and moons are extremely boring and could be much better. -
Kerbal Space Program update 1.1 “Turbo Charged” is now available!
luinux commented on KasperVld's article in Developer Articles
I miss the release videos... -
North pole of Duna!
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DISCUSSION: PhysX thread splitting
luinux replied to pincushionman's topic in KSP1 Suggestions & Development Discussion
Even worse: what would happen to a 600-ish parts rocket during an "unexpected disassembly"? If it splits in, say, 20 big chunks, do that means launching 20 threads in less than an in-game second? Threads share memory, but it seems Unity is copying all of that everytime it spawns a thread, maybe there is some way to reduce the amount of memory a PhysX thread is using? -
We should have a challenge regarding the 3D prints: design an airplane that flights in KSP, then 3D-print it, and make it fly in reality
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Ok, but even if Max's announcement is something minor, something is happening. I've been suspecting it since they announced 1.0 with only one beta release...
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Just saying... http://unity3d.com/unity/beta/5.0/release-notes
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Valentina Tereshkova... http://en.wikipedia.org/wiki/Valentina_Tereshkova
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I see as a big problem in career mode that, after getting enough tech for taking a kerbal to the Mun, there is no big difference going to Duna. Just some extra dV, and add a few parachutes to the lander. The evolution in the game is very unbalanced because of that, cause when I get to the point of being able to go to the Mun, I kind of lose interest in R&D... So I would like to know how you'd solve this. I would propose to follow real-life problems, and add life support needs for a months-long mission (yes, I know there are mods...). I think this could be a way of making a Duna mission harder than a few days' Mun mission. I know life support has been already proposed, but not related to the career mode difficulty curve. Do you have any other ideas about how to make a difference in tech requirements/liftoff weight/overall difficulty for such different missions?
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It would be great to be able to install missions pack for the contract system: for example, a mission pack with the complete Gemini program, or Apollo program, or MIR construction, etc...
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The "You know you're playing a lot of KSP when..." thread
luinux replied to Phenom Anon X's topic in KSP1 Discussion
When you see a famous fried chicken restaurant name, and you read "Kerbal Fried Chicken"... -
How would you improve the Shuttle design?
luinux replied to Epic DaVinci's topic in Science & Spaceflight
What about this? http://en.wikipedia.org/wiki/Skylon_(spacecraft) -
My space shuttle (with KW rocketry, B9, and double FAIL)
luinux replied to luinux's topic in KSP Fan Works
Well, I wanted to do it without shuttle-specific parts But thanks for the link! -
At last, I was able to design a space shuttle! The key for the stability is the main engine inclination, together with a lot of reaction wheels in the external fuel tank. Before launch, we have to deactivate the orbital maneuvering system fuel tank so we don't spend it first. Lift off! We have lift off! Ascending... Jettison of the solid fuel boosters. Ascending with the main engine only. Gravity turn. We reached a 100km apoapsis, so we cut engine. Circularizating orbit. Due to the engine inclination, we cannot point directly at the maneuver node. External tank jettisoning... ...and final orbital insertion. Time to work: first, deploy solar panels... ...and open the cargo bay doors, exposing our payload: a scientific satellite. We release the satellite. And... FIRST FAIL! Deorbit burn was made without taking into account that we need to land on a runway. Descending towards atmosphere. Solar panels folded and cargo bay doors closed: ready for reentry. Reentry... with deadly reentry mod activated Flying, trying to turn our trajectory out of the sea (see first FAIL). Final approach to... no where. And SECOND FAIL: we weight too much and don't have enough lift! At least I could use the drogue chutes... ...and save the crew! So, in conclusion: I need to increase the lift in the orbiter, maybe add some more rcs thrusters, and that's all! EDIT: and maybe remove the solar panels and put some OX-STAT solar panels inside the cargo bay doors.
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Enough. Take into account that the habitational module and the kethane mining station are connected via KAS winches, so in fact I have 16 gigantor XL solar panels for the mining operations
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Do you weight less than a goose?
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General view, with kethane mining module in the center: The habitational module, with two escape capsules: Remotely controlled Rover, with seats for two Kerbals: One of the shuttles. It can make a round trip to Kerbin without refueling: One of two kethane-powered rovers, with space for seven Kerbals: Finally, a "flyer":
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I would try career mode first: the fact of not having to deal with so many different parts is gonna make it easier to learn. Also, personally I've got much more fun in career mode!
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I arrived to Eve in career mode, using deadly reentry plugin. I realized too late that the inflatable heatshield generates a lot of drag having little mass, so it was impossible to keep the heatshield pointed prograde...