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chrisb2e9
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KSP2 Release Notes
Everything posted by chrisb2e9
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Pictures would really help here. But i'm guessing that you have a lot of drag inducing objects near the top. Once you stage the rocket, the drag at the top overcomes the rocket's ability to counter it with thrust. If you have farings, use them. Otherwise use control surfaces on the bottom of that second stage to give you the ability to counter act the drag.
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Burn with SAS causing 'wobble'.
chrisb2e9 replied to Watoh's topic in KSP1 Gameplay Questions and Tutorials
It feels to me like a game bug. I'll click for a moment on something like the maneuver hold button. Wait for the SAS to start to turn the ship in the "general" direction of the marker. And then take control and actually do it right. once i'm lined up with the marker, i'll turn on the "stability assist" or whatever it's called. And then it seems to hold it just fine. I find that the game won't move the ship in the exact direction to get to a point on the nav ball. It's always making corrections. And then it always overshoots the marker. And it makes way too many micro corrections once it's on the marker. It's horrible really, I don't even use it. Makes me wonder how they left experimentals with it being the way that it is. -
Screen shot folder is going to fill up... Guess Squad doesn't use Steam?
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The MK-III Wings and Landing Gear
chrisb2e9 replied to Starwhip's topic in KSP1 Suggestions & Development Discussion
I'll be going back to this: http://forum.kerbalspaceprogram.com/threads/29862-0-23-Procedural-Dynamics-Procedural-Wing-0-7 -
[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
chrisb2e9 replied to DYJ's topic in KSP1 Mod Releases
Yeah i kind of figured that too. Seems like a logical transition. Even if the stock wings were a lower tech, and then a procedural wing at the higher tech level. is this mod working with 1.0? I'll have to give it a try... -
Flag-planting captions- what do you write?
chrisb2e9 replied to FlyingPete's topic in KSP1 Discussion
If its' Duna, "I Duna want to be here" if it's Ike, "Ike want to go home!" -
Why is the probe not turning anymore?
chrisb2e9 replied to airelibre's topic in KSP1 Gameplay Questions and Tutorials
FAIL! Is the reaction wheel disabled? -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
chrisb2e9 replied to bac9's topic in KSP1 Mod Development
This mod is awesome, exactly what I was looking for! Thank you for making this. One question, i'm trying to make a spoiler on top of the wing, and one on the bottom. the bottom one always clips up through the wing. I've tried to flip it over, but it always ends up pointing up. Anything I can do about that? Thanks!!! -
[0.24.2] Taverio's Pizza and Aerospace v1.7.1 (22/09)
chrisb2e9 replied to Taverius's topic in KSP1 Mod Releases
If I wanted this mod, but only the engines and the wings. What would I need to do? I think I tried it once before but wasn't able to get it to work... -
I rename all of my kerbals to "cannon fodder" and pretend that they are wearing red shirts.
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[0.90] ADIOS Tech Tree - V.15 - 12-03-2015
chrisb2e9 replied to Arachnidek's topic in KSP1 Mod Releases
One mod to rule them all! It's a shame that we have to download everything separately. There are so many mods here, I wish there was a program that you could use to add and remove mods easily. -
Here is a ship that I made ages ago. the only mod I used was quantum struts to add struts after so that it wouldn't wobble around. This was before squad made the joints stronger. Not sure if it would be necessary now. the 3 red circles show the three different ships docked together. Each held by two docking ports(the large ones). the reason that i did this was to make sure that the thrust was pointed in the same direction. Keep in mind that this ship was made over a year ago. It's not how I would do it now, but it does show that 2 docking ports can work just fine. I didn't use any mods to align it. just went slow and used my eyes.
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the original idea can work, if you use docking ports. Only one engine will be attached at first, but when the ship loads, the docking ports all attach and then all 4 engines would be attached. Hope that makes sense, usually I would add a picture but I'm at work and don't have any to add. Having said that, I would just attach them radially. Less work.
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It would be nice if we had more information. Doesn't actually mean that things will burn up. It could just be a visual system that they are working on. We don't really know at this point.
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Landing an asteroid on collision course
chrisb2e9 replied to wibou's topic in KSP1 Gameplay Questions and Tutorials
If you want it to touch down gently, and not rip off the claw. Use multiple claws each with their own chutes. I launch a large rocket. That has several probe cores with monopropellant and multiple parachutes. Once I intercept the asteroid, I attach one at a time. have them set to deploy their parachutes and just let it crash. -
Do you feel KSP is ready for 1.0?
chrisb2e9 replied to hoojiwana's topic in KSP1 Suggestions & Development Discussion
You guys are hilarious. Who the hell cares if they change the number to 1.0... they are going to keep developing the game. So what if some pissy critics post bad reviews. Does anyone actually listen to them? Besides, Squad does pretty well when it comes to criticism. Anything bad said about the game, will be dealt with quickly. It's not like Xrebirth is being launched... Squad has done a great job with creating the game that they set out to create. I trust whatever decision they make at this point. And if you don't like it, go and start your own business and make your own game. -
Mission cash payout nerf?
chrisb2e9 replied to webkilla's topic in KSP1 Gameplay Questions and Tutorials
I can deal with the reward level. it's the part count that I have trouble with. 30 parts max? I can make orbit, but once i'm up there all I can really do is come back down... i'm not making enough money to upgrade anything... -
Multiple Docking ports
chrisb2e9 replied to LtKraftKrackers's topic in KSP1 Gameplay Questions and Tutorials
Quantum struts work just fine for that. I use them on massive ships that I dock together. -
They found you... Soon your phone will ring. Don't answer it, and don't look in the mirror...
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Sorry to learn that, but thank you for the answer!
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Does anyone know the Hp for the different buildings? Is there any way to look this up? I'm also trying to figure out how the size of an object vs it's speed determines what damage is done to a building. Say for example if a fuel tank with an engine and a nose cone. Maybe some fins on the side... were to hit one building. How do I determine what size fuel tank would be needed at what speed to blow up the building. For science... what?
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I have edited the science lab to have 4000 battery and 60 torque in each axis. I have also edited the nuke engines to have 200 thrust. I put mech Jeb into every control module because I am too lazy to attach the part.
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[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
chrisb2e9 replied to Thesonicgalaxy's topic in KSP1 Mod Releases
Try booze. -
Instrument landing system?
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are docks suppossed to be this poorly rigid?
chrisb2e9 replied to endl's topic in KSP1 Gameplay Questions and Tutorials
In addition to what everyone else said, look for Quantum struts. i design my ships so that after they dock, the struts are aimed in such a way that they attach several parts away from the docking port. Sorry for a lack of picture to show this, i'm at work. But the struts added after you dock, can give stability in an otherwise unstable design.