MrJacobean
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About me
Research experiment
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and to top it off, Jool for Scott Manley mode
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[Kopernicus] The Kirius System [Not Yet Ready for 2.0 release]
MrJacobean replied to _Augustus_'s topic in KSP1 Mod Releases
Have you got the binary system orbiting around a barrycenter, or kerbol itself? Also, do solar panels work near the other stars? -
what kind of ksp DLC would you like?
MrJacobean replied to Roderik's topic in KSP1 Suggestions & Development Discussion
The way that KSP has evolved over its development, creating any DLC would be a massive mistake as 1) someone could pirate the DLC into their game, as you don't have to be online to play. 2) There is hardly anything that Squad could implement (such as parts or planets) that would need to be in its own DLC. However, it could be possible to have some kind of expansion that would add things that are not in the current scope (such as terraformation, interplanetary travel, and multiplayer to name a few). I have a few ideas on how multiplayer would work, but here is not the place to discuss it. The difference between DLC and expansion packs is that DLC contain less than expansions, so a multiplayer expansion or a colonisation expansion could work. -
How do you downgrade buildings?
MrJacobean replied to MrJacobean's topic in KSP1 Gameplay Questions and Tutorials
Thank you for all your help. Here is how it works: First, ctrl+right click and demolish, then crtl+right click again and Rebuild lvl 1, then rinse and repeat to lvl 0 -
How do you downgrade buildings?
MrJacobean replied to MrJacobean's topic in KSP1 Gameplay Questions and Tutorials
I shall attempt it tonight, hopefully it won't take too long -
I want to downgrade some of my buildings as a plot device for my upgrading to .90 of my YouTube series. Does anyone know where to find the section of code that will downgrade buildings? Or can you do it through some other method?
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If the materials are refined on the ship, then it could drop a crate full of said material into the atmosphere, which would para-drop near a designated area, then the ship can go back out again. The crate could also be made of materials mined from the asteroid, and fuel could be found in the asteroids as gases.
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
MrJacobean replied to RoverDude's topic in KSP1 Mod Releases
What tech node does this become available at for career mode? -
momentum lost during time warp
MrJacobean replied to D3voreur's topic in KSP1 Technical Support (PC, modded installs)
It may seem cheating, but it is all but needed for huge ships and stations. It is in the base game, but it will not work if you are turning too fast. -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
MrJacobean replied to ethernet's topic in KSP1 Mod Releases
Thank you XD -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
MrJacobean replied to ethernet's topic in KSP1 Mod Releases
I encountered a bug with the contract system. I had a contract to get plant growth data from space above kerbin. So I set up the science lab, waited the 50 in game hours for the experiment to create itself, finalised the results and de-orbited the collection vehicle. After I picked up a kerbal from space on the way down, I moved the experiment (using the take experiment button) and took it inside the capsule. When I land and recover, I get the science from the experiment, but the contract does not complete itself. I currently have 40,000 credits left, no way near enough to reliably send another experiment up. Does anyone know why this happened? do I have to keep the data inside the science module to get the contract? -
help!!! my rocket always enters a tilted orbit,
MrJacobean replied to Haxsis's topic in KSP1 Gameplay Questions and Tutorials
To help with stability, you should use reaction wheels (found in the control tab), which require electricity to run (you should be fine with just the engines to produce power). Either that or RCS (also found in the control tab), however that will require RCS fuel. To make the controls lock on to a heading just use SAS (hockey of "t"). It will minimise uncontrolled rotation. For the inclination, you can't really improve it on the way up. You can fix it by burning north (the orange line on the navball) at the descending node on your orbit path (If you can't find it, select the mun as your target, as it has a inclination of zero). Burn until the node says either 0.0 (doesn't have to be exact) or NaN. If you can't find it, select the mun as your target, as it has a inclination of zero. Lastly, I would recommend the MechJeb mod/plugin. It gives autopilot functions (if you are playing on career mode they will not all unlock at once) One last tip. Add radial parachutes to the launch stage. One, it will slow them down upon decouple, which stops them from killing you. Second, it will recover upon crash (just role play, unless you have a mod that does that sort of thing -
It has been 24 hours, so my question is, what is the name of the ship in firefly?
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[HOCgaming] "Flying Blind" Footage Submissions Thread!
MrJacobean replied to HOC's topic in KSP Fan Works
I don't see how people have problems with file size. If you use bandicam, a file size for a decent quality, 1 hour video is around about 2ish GB -
[HOCgaming] "Flying Blind" Footage Submissions Thread!
MrJacobean replied to HOC's topic in KSP Fan Works
We'll to my understanding, that are not that many videos submitted. If you want to have the best chance of being picked, you want to be the first.