Warpedone
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KSP2 Release Notes
Everything posted by Warpedone
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The earliest versions of Kerbal Space Program
Warpedone replied to KasperVld's topic in KSP1 Discussion
The v0.3 2D game ought to be a playable easter egg in the admin building (similar to Jeb's fishing game). Loving that kitbashed control panel on the side of the screen... -
Very excited about 1.1 but it's finally overwhelmed the memory on my asthmatic old PC... I'm used to the game crashing every half an hour with a dozen interplanetary missions out there after a few game years, but now it's happening by launch 3! A bit disappointing with all the talk of the new platform being less resource hungry but that's life, time to start saving for a new machine
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Try Persistent Rotation for that... https://kerbalstuff.com/mod/668/PersistentRotation
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I was disappointed to see that the orbit decay bug has returned - sometimes when warping for a long period the orbit decays as if the engines had been engaged retrograde, resulting in either a catastrophic spacecraft/scenery interface or hilariously ending up on a 180 degree inclined orbit if left too long. This has just wrecked my first 1.0.2 Duna shot. Grrrr.
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- - - Updated - - - brutal little ship, what's the mod?!
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[WIP] Stand-alone (no dependencies) Alcubierre drive
Warpedone replied to RoverDude's topic in KSP1 Mod Development
Just been playing with the Beta, which didn't break anything despite having FAR too many mods installed on my game. However, controlling it is something else... After carefully warping to a 300km flyby of the sun I tried to warp myself back to Kerbin and instead ended up on a 65 degree inclined escape trajectory from the system. A little guidance would be welcome. One thing though, despite warping all over the shop trying to fix my course I didn't deplete fuel by a single unit. -
[WIP] Stand-alone (no dependencies) Alcubierre drive
Warpedone replied to RoverDude's topic in KSP1 Mod Development
when? when?? when??? I'm going slightly mad spending years shipping Karborundum back from the mines of Eeloo and this is going to improve things no end -
I finally managed a stock basic modular explorer set up. The two versions below ran science missions to Jool and landings on Pol&Bop respectively using only the fuel they lifted off with. Took way too much fuel for the second run but hey, you live and learn!
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quick, someone mod Moho http://www.independent.co.uk/news/science/water-on-mercury-photographed-by-nasa-for-the-first-time-in-permanently-shadowed-craters-9801110.html
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Lockheed claims breakthrough on fusion energy project
Warpedone replied to Argylas's topic in Science & Spaceflight
I saw comment somewhere that they were doing this press release both (a) to get partners in and ( because they are about to file patents on certain aspects. Anyone got a view on point (? -
Python-class Combat Command Ship
Warpedone replied to gGATORr's topic in KSP1 The Spacecraft Exchange
how dare you tease us so! hand over the craft file NOW... I'm feeling all Elite about it, how about Python? -
Please help me out here. I have a vision for a KSP mod, based upon a game I played many many moons ago which, if fully utilised, would require: New KSP facility Resources New technologies at the end of the techtree Linear missions I can't program but I can model, having cut my teeth creating buildings for SimCity, if I can just remember some of my chops... So, my questions for those smarter than me: For the facility I have an external model I'm working on but am unsure how to integrate this into the game, can anyone steer me in the right direction? also, can the internal VAB and SPH models be changed?? I was planning on using the Karbonite resource system (if possible) but if I want to add additional resources is this a simple matter of tweaking the definition file or is it more complex than that? For my plan to work I will need a couple of new items at the end of the tech tree. Again, is this just a matter of tweaking a definition file? Whilst the mod would be mostly open ended and you could do whatever you like obviously to progress through the story, such that there is one, I would need linear mission progression. Can I do this just by having a flag of completing a previous mission? is there also an idiot's guide to defining missions? I was thinking of just putting the idea out there and seeing if other people wanted to do it but am determined now to try and give it a go myself, so any help would be greatly appreciated.
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SPACE STATIONS! Post your pictures here
Warpedone replied to tsunam1's topic in KSP1 The Spacecraft Exchange
That Sir, is epic. -
finally! thank you
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Hypersonic Aircraft Challenge
Warpedone replied to Chrono's topic in KSP1 Challenges & Mission ideas
Mission complete. The Flea v0.46 achieved 1,853 m/s @ 19,178ASL (verified) - I went faster but also slipped above the operational ceiling. Safely landed it too. I tried twin engine, quad and eventually settled on 3. Wings went from single small (which looked just like a Viper!) to one large for lift and a smaller forward wing for control. All stock parts used but also running MechJeb - she flies OK on manual, certainly well enough to land, but I was going for speed without distraction. Some early models and the final challenger... -
A combination of my own and others' experimental parts led to this little corvette...
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I got a bit distracted and launched a landing party to Eeloo instead of trying to rescue Jeb today. Despite losing two engines from the intermediate stage (one exploded, I jettisoned the opposite number after some rather exciting spinning) rendezvoused first time and landed safely. Bob and his companion are complaining of being rather bored but the 1,500 science points gathered on the trip have allowed me to finish the research tree and now I can crash hypersonic planes to my heart's content.
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Having completed most of the science tree in career mode I launched an epic journey to Jool with a two stage ship equipped with three probes (one atmospheric), an RCS lander and a base to deploy on Laythe. I have learnt a lot and here are some top tips to make your trip easier and more enjoyable DO use a launch planner - there are lots out there and they'll cut your fuel needs in half and ensure you rendezvous with the target first time DO take lots of pictures DO NOT aerobrake around Jool from an angle that inserts you at 90 degrees to the system plane DO NOT perform a brilliant bit of orbital mechanics using only your thrusters to slingshot around Laythe AND END UP ORBITING THE WRONG WAY AROUND THE SYSTEM DO NOT build your uber-deep-space-mothership in such a way that the decoupling units remain attached to the engines of your probes meaning that the only way to use them is to set up each orbit with your main craft, detach the probes at the apoapsis and then literally kick them (using your intrepid Kerbal pilot's jet pack) into a decaying orbit and desperately scrape some data as they plummet to their doom DO NOT forget to reattach the main communications dish to your mothership when you're building it so that when you do finally get down to Laythe, having dropped off all the probe ships and your booster unit and find a nice spot of dry land you can actually phone home. Tomorrow, I fly the rescue mission!
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How much delta V does the jetpack have? could you land on one of the smaller moons from orbit with it and get back?? (presumably there will be asteroids at some point which you can do this on...)
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Sooner or later you're just going to have to accept that every great leap forward for Kerbalkind involves sacrifices... I still have a poor early pioneer in a long orbit out past Eeloo after some botched gravity slingshots. Still, good luck on the rescue mission...
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Epic KSP Theme song + Space theme (update 3)
Warpedone replied to BahamutoD's topic in KSP Fan Works
Awesome - I particularly love the way you got the smash into Mun @1:47 in time with the music. This should be the official game titles. -
After the advice above and some serious lurking I'm well on my way to visiting the whole Kerbol system now, just Eeloo untouched at present. Some of my efforts are...