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Everything posted by I_Killed_Jeb
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Headcanon is the only canon! I might abandon the claw anyway and bite the bullet on KIS/KAS, it seems it's a little more picky about surface orientations than I recall from the past...
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Hahaha touche my good sir, it's my one exception that proves the rule! Eve's too crazy, needs bespoke solutions!
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Example -
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
I_Killed_Jeb replied to ferram4's topic in KSP1 Mod Releases
A BIG shoutout to @linuxgurugamer and @Lisias, as well as all the tireless KSP do-gooders here. Your work is extremely appreciated, if seldomly noted.- 2,647 replies
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My general solution now is a klaw-equipped rover with all of the mining equipment waiting on a light moon. The craft lands, and the rover meets it to refuel. Simplest solution I could find. Within Kerbin SOI I don't do miner refuels except for rescue purposes, I find it much less time-consuming to just launch up a boat of fuel from KSC.
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Any tips on landing a booster on a drone ship?
I_Killed_Jeb replied to Athen's topic in KSP1 Discussion
KER has a very nice landing point indicator you could use. It's assistance so I don't know if you would be down, but not quite automation either. -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
I_Killed_Jeb replied to ferram4's topic in KSP1 Mod Releases
Is there any headway in trying to request that the legendary ferr4m pass on the torch for further development?- 2,647 replies
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I agree it's not so much a giant challenge, but unless you're a superpro flying through physics warp, it's still going to take a number of minutes even under the best of circumstances
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I think most of the min/max math has shown that SSTO's, esp. spaceplanes, aren't fund-efficient because in the time it takes for you to carefully land back at or near KSC, you can easily perform another contract or two. That being said, they're certainly very fun! The first plane is a challenge, but subsequent designs can be based off the first one (just multiply payload, fuel, intakes and wing surface by the same factor) before tweaking.
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The other thing to make sure is that even CoM and CoT are aligned, if your control point is not in-line with these, then you will fly off-axis. This can happen with command seats as control points because they're usually surface-mounted.
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Um.. what? You can very accurately and reproducibly predict the general dV required for almost any given mission, within a reasonable error tolerance. It's nothing like being a teacher who is against using calculators in middle school because there is a well-reasoned educational and developmental benefit to requiring mental arithmetics, while being anti-dV readout is based on just your personal, and imo fallacious, opinion.
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The Landing Legs & Gears Is Killing Me!
I_Killed_Jeb replied to I_Killed_Jeb's topic in KSP1 Discussion
That's pure conjecture on your part, you realize that right? Here's the thing my dude, no one asked you to help resolve or investigate this issue. You seem primarily intent on proving it doesn't happen, or at worst it's rare/not a big deal. That's fine and your prerogative, and I genuinely applaud your interest in the game, but don't act like you're doing anyone a favor here. -
The Landing Legs & Gears Is Killing Me!
I_Killed_Jeb replied to I_Killed_Jeb's topic in KSP1 Discussion
Based on your screenshot you also run a heavily modded version of the game so your testing is not particularly relevant to the stock experience. Incidentally I noticed that after installing the forked KJR this problem was heavily mitigated. -
The Landing Legs & Gears Is Killing Me!
I_Killed_Jeb replied to I_Killed_Jeb's topic in KSP1 Discussion
@Rocket In My Pocket why don't you just try downloading the craft file one of the above poster referenced in the bug report and see for yourself. -
The Landing Legs & Gears Is Killing Me!
I_Killed_Jeb replied to I_Killed_Jeb's topic in KSP1 Discussion
I don't have other controllers plugged in, and I don't build huge stuff as you could see in my previous screenshot. Minmus and Mun are where I see it the worst -
The Landing Legs & Gears Is Killing Me!
I_Killed_Jeb replied to I_Killed_Jeb's topic in KSP1 Discussion
I'm glad you're happy but I'm not exactly making this stuff up. The lander was most certainly upright when it landed. -
Got back into KSP after a long hiatus shortly after 1.0. I am really relishing getting back into it all, the shenanigans, the wonder, all of it. But it all comes crashing to a halt because my landers behave like damn perpetual machine slinkies and literally shake themselves apart or flip upside down after being left alone. Now I see people are landing on fins(!!) like we're back to pre-0.18 days!! This is driving me NUTS! I get that it's a Unity thing but please dear heavens what is a poor guy to do about this
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BTW most the corporation logos were made by community members. If you wanted a high quality version to make a forked/modified flag for yourself you could probably ask the folks who made it.
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Lets talk about quicksaving in challenges...
I_Killed_Jeb replied to Triop's topic in KSP1 Discussion
no longer necessary -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
I_Killed_Jeb replied to TriggerAu's topic in KSP1 Mod Releases
Is there a known issue with transfer window planner? On my install (fresh install of 3.9.1.0 on a fresh install of KSP 1.4.5 64bit, along with KER) right now I'm in Y4 D219, with a transfer window to Dres coming up in 3 days (Y4 D224). I wasn't getting an encounter so I went to the alexmoon page where it shows the optimal window is around Y5D300 https://alexmoon.github.io/ksp/#/Kerbin/71/Dres/100/false/optimalPlaneChange/false/4/200 Any thoughts? Happy to post persistent files etc if needed -
Hey all, I'm coming back after a long hiatus, last played 1.0.5. Since then there have clearly been a lot of changes so was hoping to get some answers from people who've been around a bit. Any help is greatly appreciated! 1) Is nosecones behind RAPIER engines still a thing? Back in 1.0 I recall that open nodes even in the back for some reason caused much greater drag, so we used to inset small nosecones into them 2) It seems that locking suspensions is no longer a thing, which is sort of problematic for my bases (that rely on fixed height). What's a good way around this? I'm not sure how this spring/damper thing works in the editor 3) Did they nerf resource extraction? My formerly robust miners seem a bit anemic, but maybe I'm misremembering? Any add'l tips and important changes you can think of would be great, thanks in advance
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I would actually prefer if KSP "died" in terms of main game development, so that there can be a final stable build so that mods can take over/never get outdated