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Everything posted by Commander Zoom
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See Eeloo on $5 a day (image heavy)
Commander Zoom replied to MarvinKitFox's topic in KSP1 Mission Reports
Let's hear it for indestructible helmets. -
Better Atmospheres Development Thread
Commander Zoom replied to Thesonicgalaxy's topic in KSP1 Mod Development
This is amazing. While I have some personal niggles/different preferences (and will adjust the configs accordingly), this is a great pack. Can you confirm that your Jool doesn't have a great big copypasted-direct-from-Jupiter Green Spot? (At work atm, can't download to check for myself.) -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Commander Zoom replied to rbray89's topic in KSP1 Mod Releases
Just make sure he lands on his helmet. He'll be fiiiiiiiine. -
You don't (like to) read much, do you? It's not even novel-length yet. I've been reading from the start, and I could probably re-read it all in an hour or two.
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[AAR] The Grand Tour - Voyage To The Planets
Commander Zoom replied to czokletmuss's topic in KSP Fan Works
Yayyy! A new chapter... and another cliffhanger. Dang, you're good at this. (And more angst for Jeb, of course.) -
Wow. Had to read that twice to fully grasp it. Well done. Looking forward to more chapters even more now.
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the ion engine is way too OP
Commander Zoom replied to lammatt's topic in KSP1 Suggestions & Development Discussion
I've seen some complaints about the SLS parts that seem to be as much about the part count as the performance. "Noobs can just slap a few of these together and fly to the Mun! Where's the challenge, the engineering, the dozens of struts?!?!?!1" (Pretty sure they, or others like them, said exactly the same when we first got Mainsails and orange tanks. No more "wedding cakes" of 1m tanks and T-45s lashed together like bundles of firecrackers...) -
What they said.
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I'm sorry, I... I just don't like ARM... :(
Commander Zoom replied to Naten's topic in KSP1 Discussion
So does this mean you've all found something to ***** about making the game too easy that isn't MechJeb, and finally shut up about that? No? -
As usual, it's all about vectors. With clamps like the Saturn V's, the base of the rocket (not the engines, the structure around them) rests on - essentially - supports that project up from the pad. The vector is down through the supports. KSP's launch clamps attach to the sides; the force is not (directly) down through them, but at a right angle to the attachment point(s). You don't just get pressure, but (considerable) shearing force.
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A little Jool texture I'm working on [RELEASED!]
Commander Zoom replied to Felsmak's topic in KSP Fan Works
Put me down as another who'd like to give this a try, when it's ready. -
Toggling Decals in Save Files
Commander Zoom replied to Commander Zoom's topic in KSP1 Gameplay Questions and Tutorials
Well, I solved this one myself. Here are the details. Find the ship/part you want to edit. Then scroll down in the file until you find the following section: MODULE { name = FlagDecal isEnabled = True [b]flagDisplayed = True[/b] EVENTS { ToggleFlag { active = True guiActive = False guiActiveEditor = True guiIcon = ToggleFlag guiName = ToggleFlag category = ToggleFlag guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } } ACTIONS { } } This section should be automatically added for every craft and part that you've actually looked at/loaded; if it doesn't appear, copy and paste the above code block, usually above the Trip Logger section. The bolded line is the one you want to set to either true or false. Those who are more adventurous than I might try tweaking the GUI parameters, to make the decal toggleable in flight, but that was more than I needed. -
Now that's a sample return mission.
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Toggling Decals in Save Files
Commander Zoom posted a topic in KSP1 Gameplay Questions and Tutorials
I understand that you can set whether a given module displays a mission flag / decal in the VAB. But what about craft that are already launched? What's the variable that I need to edit in the persistence and/or quicksave files? -
[0.23.5] Goodspeed Aerospace Parts v2014.4.1B
Commander Zoom replied to Gaius's topic in KSP1 Mod Releases
Wow. Nice parts, amazing re-scaling plugin! Thanks for releasing these! -
This mod looks amazing. Very much looking forward to its release.
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KERBALS INTO SPACE: a .20 - .24 Science Sandbox
Commander Zoom replied to Commander Zoom's topic in KSP1 Mission Reports
[ In this post, I wondered if there was sufficient interest to continue the ongoing chronicle. The lack of response indicated otherwise. ] [ Now that this save is finally being retired, this thread is being slightly repurposed. The remaining posts will serve as a conclusion, summary, and/or central repository for all information and links regarding my most ambitious and longest running program to date. ] -
Off to a good start. Interesting surprise in part 2.
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Long-term Laythe Mission (pic heavy) - ^_^ With Part 45 ^_^
Commander Zoom replied to Brotoro's topic in KSP1 Mission Reports
Another fine post, and I like your SSTO crew shuttles and your commitment to recycling. (And your tidiness. ) -
Wait, new players start with Mechjeb??
Commander Zoom replied to Renaissance0321's topic in KSP1 Mods Discussions
They can, in fact, land so precisely on autopilot that one model had to have a small amount of randomness programmed into it, because the planes were all touching down at exactly the same spot on the runway. (Have a look at the pavement by any bus stop for a hint at the result...) -
Possibly not my first, but the oldest I have, from October 2011 - not long after we got a Mun to land on. And here's the rocket that put it there:
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[AAR] The Grand Tour - Voyage To The Planets
Commander Zoom replied to czokletmuss's topic in KSP Fan Works
A safe(?) haven reached, and another mystery...