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Everything posted by Taki117
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This is for Science/Career. My Rules to Live by: All Kerbals get a turn, and no Kerbal will fly two consecutive missions. No reverting flights (And I have edited the save game to prevent this). Nuclear Devices are not to be fired in, or disposed of on Kerbin. (Meaning I can't crash a Nuclear Powered Rocket into the surface of Kerbin) No Space Debris. If it goes up it must come down. Must Unlock each tier before moving on to the Next Tier. Must provide additional living space for at least an additional 1/2 crew capacity (Meaning if it's a long duration mission with 4 Kerbals I need at least space for 6) No Kerbal Goes Alone. If it's a long duration mission there must be at least 2 Kerbals. Long Duration missions are missions that extend beyond the length of a Minmus round trip. (About 4 days) No Fuel is to be stored on any crewed station or base. Adequate escape vehicles must be present on any manned station. (Adequate meaning that each crew member must have a means of escape) All Tech Nodes of the current Tier must be unlocked before progressing to the next tier. After any Failed Launch/Landing involving a Kerbal a minimum of 3 successful unmanned launches must be completed before the next Kerballed launch. If a Kerbal Dies during a launch/landing due to failed equipment a minimum of 5 successful launches must be completed prior to the next Kerballed Launch.
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I would love you forever! And if I could give you more rep I would...Downloading immediately! (Also, thanks for the in-depth reply, I wasn't expecting so much detail)
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What do you place on a Mothership/Interplanetaryship?
Taki117 replied to Valley's topic in KSP1 Discussion
I play with KSPI so I usually build my ships a little different. My "Mother Ships" always include a command section, with a decoupler/docking port and some extra fuel and engine so that it can be jettisoned in the event of catastrophic failure on mission. IT also usually includes an aerobraking heat shield for use either at the destination, or upon return to Kerbin (I play with DRE). A habitat section, featuring enough living space for twice the number of crew on mission, this section typically includes a lab/habitat module and a gravity ring. The third section I build is the Power Generation Section. This section features a nuclear reactor, electrical generator, and associated hardware. I also usually include some type of radiation shielding between this section and the living section, though this is usually just me putting a heatshield and decoupler between the two, so that the reactor and drive sections can be jettisoned should the need arise. The final section is the Drive section. This is where the fuel and engines are mounted. Typically this is a thermal rocket attached directly to the reactor, and using the fuel as the previously mentioned radiation shield, or, much more commonly, it is nuclear engines. In the absence of the reactor section, due to either technological or engine limitations, one set of ventral and one set of dorsal solar panels is added to the drive and habitat module. An emergency set is always included on the command section. -
IT should also be able to be done in sandbox, you just don't need to upgrade the tracking station.
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First step is to upgrade the tracking station to tier 3 (You may also need to upgrade mission control) This allows unknown objects to be tracked, then make sure that you have the unknown objects selected. Then it's just a matter of picking the right one, the button at the bottom of the tracking station should turn to track (Instead of Fly) that should then allow you to set it as a target.
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You need to be actively track it in the tracking station first.
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Can I turn off explosions?
Taki117 replied to Foxster's topic in KSP1 Gameplay Questions and Tutorials
I don't believe so, no. You might be at your memory limit though, if you are crashing -
Stupid Question time: Do we NEED both the LEE and the PDGF to be able to grab two thins, or can this grab things without the need for the PDGF?
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Alright, I suggest getting a mod like Kerbal Engineer Redux or something else that shows you your orbital period. The Altitude for Kerbosynch orbit is found on the Wiki page. Put your AP around that altitude and make sure your orbital period is 2 Hrs (1/3 the 6 Hrs for a Synchronous orbit) Then you can release a Sat at each Apoapsis and circularize. The important part is that the final orbit is 6 Hrs, AP and PE are not as important.
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What is your creative process like when you have an idea in KSP?
Taki117 replied to Little Katie's topic in KSP1 Discussion
Generally speaking I design for the goal. I have a particular mission to accomplish, and I build a craft to accomplish that mission. -
Tracking planet rotation in map view
Taki117 replied to Shnyrik's topic in KSP1 Gameplay Questions and Tutorials
You can plant a flag, focus on it, head to map view, turn off all the indicators (to do this you will need to open up the navball, then hover your mouse near the top of the screen, then hide the navball) This should give you what you want. -
http:// http://forum.kerbalspaceprogram.com/threads/55905-0-24-7-4-Sep-9-2014-EnvironmentalVisualEnhancements http://kerbal.curseforge.com/ksp-mods/220335-astronomers-visual-pack-interstellar-v2
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I have a minor annoyance. I am using the 1/10th config and if I'm going faster than about 10m/s in any direction my vessel falls through the terrain and is destroyed. Is there any way to prevent/fix this? I am running Ubuntu 14.04 with 64bit KSP.
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There's Eve, which is the basis for all others. If you have the memory for it, get Astronomers visual pack.
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I might have mislabeled things. It's the Longitude of Periapsis I was referring with a Mean Anomaly of 0. This way your satellites will start at the same position in their orbit (Periapsis I believe) but will be spaced relative to each other. I point you to an awesome tutorial type thing I made a while back.
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0.90 Contracts, Mun, where be ye?
Taki117 replied to T.A.P.O.R.'s topic in KSP1 Gameplay Questions and Tutorials
If you have landed on Minmus before landing on the Mun then you will not get Mun contracts. -
How do people fly unmanned drones to shoot at?
Taki117 replied to panzer1b's topic in KSP1 Gameplay Questions and Tutorials
I direct you to the great Manley -
[1.0.2][May17] SelectRoot2: Fixing stock awkwardness
Taki117 replied to FW Industries's topic in KSP1 Mod Releases
you don't even really need to do that. Just click on your craft once, then select the new root part. -
Why do my aerospikes overheat?
Taki117 replied to Delrey's topic in KSP1 Gameplay Questions and Tutorials
The most likely reason is that you are going too fast too low. What I would do in this situation is kill throttle, kill jet engines, activate aerospikes. and then slowly increase throttle being careful about overheating. Do you have any mods installed? -
not thinner, more realistic. You never really hit thick atmo with a well designed craft. I don't think I've ever hit Terminal Velocity with FAR.
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I would install KSPI Extended by FreeThinker. While they will all work together, KSPIE is the most up to date version (And adds lots of little things to reduce memory usage)