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Everything posted by Voculus
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The CrossWind Take-off and Landing (FAR)
Voculus replied to Darren9's topic in KSP1 Challenges & Mission ideas
Had some successes (and by that, I mean just one) and some failures. The heavier planes seem to fair better. Once they're flat on the runway, the wind throws lighter planes around like kites. -
They said it couldn't be done! MWAHAHAHAHAHAHA!!
Voculus replied to Runescope's topic in KSP Fan Works
Holy crap! Runescope, you magnificent bas***d! You won KSP! I can't wait to see the next car design with an IVA. And jet engines. -
Maxmaps Talking some MP
Voculus replied to B787_300's topic in KSP1 Suggestions & Development Discussion
I envision dogfighting servers that'll put Elite: Dangerous and Star Citizen to shame! -
The CrossWind Take-off and Landing (FAR)
Voculus replied to Darren9's topic in KSP1 Challenges & Mission ideas
I'm definitely going to give this a whirl when I get home from work. Some wind speed categories would be nice, though. Something approaching realistic, with the hurricane winds on the upper end of the scale. =) -
There's no point in using them. If you had enough parts to need that kind of sorting and searching power, the game would crash before it loaded anyway.
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I'm not sure about four monitors. For three, however, Youtube is the best place to find the info. Nvidia uses Surround, and Radeon used Eyefinity. You'll need two card running in SLI/Crossfire to output to three monitors.
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How to slow down when landing in FAR?
Voculus replied to *Aqua*'s topic in KSP1 Gameplay Questions and Tutorials
I feel your pain, when it comes to too many parts causing out of memory issues. I'd recommend installing B9 and deleting everything but the speed brakes. They're worth their weight in gold. Another thing you can do is to go through all the squad parts and delete some of the engines and fuel tanks you know you'll never use. This will free up a bit of room for RealChutes, which is another must-have mod when using FAR, in my opinion. - - - Updated - - - I wish American airshows were like that. As in, no crappy music blaring and drowning out the sound of the airplanes! -
Biome Hopper Challenge (Open for v0.90!)
Voculus replied to Claw's topic in KSP1 Challenges & Mission ideas
Yeah, I'll have to redesign it, or lighten it up a bit. Maybe get rid of those Material Bays. I never actually did any HyperEdit testing. I just flew it there, thinking I could sow my KSP oats where ever I pleased! My landing site was at 3800m ASL, and the TWR had dropped to nearly 1.0 at that altitude. I didn't have enough power to pitch over far enough for speed, and to keep it aloft at the same time. -
Biome Hopper Challenge (Open for v0.90!)
Voculus replied to Claw's topic in KSP1 Challenges & Mission ideas
I got this Biome Quad Kopter to Duna, but the electric engines in Duna's thin atmosphere are so agonizingly slow, I called it quits, after never getting it any faster than about 25 m/s. Duna is going to be a tough nut to crack. -
Are you building excessively large wings? Also, imagine placing wings in the same manner your fingers are attached to your hand. If you have a wing section hanging out there, and then start adding all kinds of new wings to its leading and trailing edges, it makes that particular section quite heavy, and very flimsy. Some pics or a craft file might help.
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I haven't built any in a while, but here's one I built in the past: I'll have to go through my OneDrive storage, and whip up some Imgur albums, lest my 5,760 pixel-wide images start killing peoples' bandwidth allotments!
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Wow! The Asp is one of the cleanest, most gorgeous airplanes I've ever seen in KSP! Excellent work!
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Are Aerodynamic Nose Cones useful during Launch?
Voculus replied to Lexyvil's topic in KSP1 Gameplay Questions and Tutorials
Before I began using FAR, all of my rockets still had nosecones, because they look like a pile thoughtlessly thrown-together crap, otherwise. Of course, your mileage may vary. -
[WIP]D12 Aerotech - A B9 Aerospace Expansion (Beta1)
Voculus replied to PolecatEZ's topic in KSP1 Mod Development
What's the good word, PolecatEZ? I'm missing my Yari rotors and Gladius engines terribly! -
Rule #1) If brute force doesn't work, you're not using enough!
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First time I've seen this. It seems like the airbag should be larger, but it's a work of art, nevertheless.
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Other places Turbo Jets work other than Laythe?
Voculus replied to Liowen's topic in KSP1 Gameplay Questions and Tutorials
You may have seen the Kethane zero bypass turbines on Duna. They're fun, but quite temperamental. -
I take screenshots left and right. I periodically upload them to OneDrive, and after about a thousand, I'll make a new OneDrive folder and nuke the screens on my hard drive. I'm up to about 2400 screens now, since I started playing KSP in 0.22.
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Tylo... We all know it's there, But few have conquered it
Voculus replied to CalMacDa's topic in KSP1 Discussion
I've returned only once, but it required a rescue ship, after the lander was mostly destroyed upon landing. Even the rescue craft was short of fuel, but I was able to make orbit with Jeb's EVA pack. -
Biome Hopper Challenge (Open for v0.90!)
Voculus replied to Claw's topic in KSP1 Challenges & Mission ideas
As it turns out, I still know how to build rockets! This mission was quite remarkable for me, in a number of ways. In over 1600 hours of KSP (yes I have no life), this is the largest rocket I've ever built, the first time I've ever returned from Moho, and the first time I've seen the Mohole in person! Awesome stuff! I present to you, the Moho Mojo, weighing in at 1,371 tons, and costing $817,280. The central stack used a huge 5m fuel tank, mated with the most powerful KW Rocketry engine there is. Joined to it, were and additional four 3.75m rocket motors. In fact, the upper stage used it's own, slightly less powerful 5m engine to get the ship into orbit! The idea was to get an enormous mothership in polar orbit of Moho, with six landers attached, so they could each peel off and do their science business on the surface below. There were some drawbacks, however. The landers sucked. They were necessarily tall and thin to facilitate mothership docking, which left them quite prone to falling over on Moho's bumpy terrain. It took some work, and a bit of luck, but I was able to land almost all of them successfully. Every lander was equipped with two Goo Canisters, a Materials Bay, and all the scientific instruments, except the barometer. They utilized a two-stage design for landing, and then getting back into orbit. I was unable to hop across biomes with them, since fuel was at an absolute premium, and they only barely made it back to the mothership. Looking back, I think I would have used a single craft, since it makes keeping track of things easier, and would reduce the overall weight. As for the mothership, it was powered by six nukes, which were agonizingly slow, and I'll never use them again! I took Claw's advice, and EVA'd my Kerbals back into the awesome Capsuledyne 3.75m command pod (accommodates seven crew) with their experiments, rather than redock all six landers, which was getting tedious. It turns out that was a wise decision, because the whole mess only made it back to Kerbin with 100 m/s of dV left. Yep, I totally planned that. The docking ports were all destroyed on reentry, as well. That would have cost me all of my science, and six of the seven crew members, after such an epic journey! If I were to redesign the ship, I would have made the command pod the only part of the ship to return, rather than try to parachute the monstrosity down, although that did go rather well. I'm definitely returning to Moho, only with a much lighter ship. I want to plumb the depths of the Mohole, and see if I can't grapple onto the sides with KAS winches. It's amazingly deep, and a fun bug/feature I'm glad the devs left in place. -
Can I drive on the actual Mun with Kerbin gravity? Now that would be nice!
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They're just being helpful. The more hassle it is to see any pics of your craft, the fewer people will see it.