MrJacobean
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Everything posted by MrJacobean
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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. -
Perhaps it's easy, but whatever... You shouldn't post the answer if you asked the question, but I guess the example did have a spoiler. Might just be misunderstanding.
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I deem the answer to be correct, however in other source material (non-film) there have been larger class star destroyers.
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[HOCgaming] "Flying Blind" Footage Submissions Thread!
MrJacobean replied to HOC's topic in KSP Fan Works
For those who are worried for Harv taking all the credit, if you had posted the video (post commentary or otherwise) he could put a link in his flying blind video to your video (Harv, sound like a good idea?) I should have a recording done by Friday, one without edits. I will also link my finished copy later. Last thing, are mods allowed? -
So, the correct answer would be "No 'Destroyer' is in War of the Worlds", but that isn't sportsmanship. The name of the ship he was referring to is the "thunder child" My question is: In Star Wars, what is the largest class of star destroyer? (Original Trilogy, displayed in the films)
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The "thunder child"
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The Amerikerb Space Program Synopsis The government of Amerikerb has given us a mission, to beat the Kerbican Union to Space and beyond. We have been given only $25,000 so we need to outsource our funding. Third-party Companies have agreed to send cash our way, but they want something in return (as usual). After last week's mishap, we send another experiment up to SpaceLab 1 and start testing new methods of transferring modules into space. Latest Episode Episode list Amerikerb Space Program #01: Amerikerb Space Program #02: Amerikerb Space Program #03: Amerikerb Space Program #04: Amerikerb Space Program #05: Amerikerb Space Program #06: Amerikerb Space Program #07: Territorial Map of Kerbin No map available, Map being processed Modlist Kerbal Construction time: http://forum.kerbalspaceprogram.com/threads/92377-0-24-2-Kerbal-Construction-Time-Release-v1-0-0-%288-29-14%29 FinePrint: http://forum.kerbalspaceprogram.com/threads/88445-0-25-Fine-Print-v0-59-Resource-Harvest-Contracts-Configuration-(October-7) KAS: http://forum.kerbalspaceprogram.com/threads/92514-0-24-2-Kerbal-Attachment-System-%28KAS%29-0-4-8-Fixed-for-0-24-2-x86-x64-%29 Kethane: http://forum.kerbalspaceprogram.com/threads/23979-Kethane-Pack-0-9-2-New-cinematic-trailer!-0-25-compatibility-update KW Rocketry: http://forum.kerbalspaceprogram.com/threads/51037-0-25-KW-Rocketry-v2-6d2-Available-0-25-Compatibility!-16-10-2014 Infernal Robotics: http://forum.kerbalspaceprogram.com/threads/37707-0-25-Magic-Smoke-Industries-Infernal-Robotics-0-19-2 MechJeb 2: http://forum.kerbalspaceprogram.com/threads/12384-PART-0-25-Anatid-Robotics-MuMech-MechJeb-Autopilot-v2-4-0 Near-Future Tech: http://forum.kerbalspaceprogram.com/threads/52042-0-25-Near-Future-Technologies-(10-10-14-All-packs-0-25-update-fixes) SCANsat: http://forum.kerbalspaceprogram.com/threads/55832-PLUGIN-PARTS-0-23-SCANsat-terrain-mapping Station Science: http://forum.kerbalspaceprogram.com/threads/54774-0-25-Station-Science-(v1-3-1-0-25-compatibility-Attach-O-Tron-fix) Kerbal Alarm Clock: http://forum.kerbalspaceprogram.com/threads/24786-0-25-0-Kerbal-Alarm-Clock-v3-0-1-0-(Oct-26) TweakScale: http://forum.kerbalspaceprogram.com/threads/80234-0-25-TweakScale-Rescale-Everything!-(v1-44-2014-10-10-19-20-UTC)
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I had an attempt at the infamous "Career mode in 2 missions" challenge, with an acceptable result for the first mission. Part 1 Part 2 Any feedback (within a sensible manner) is appreciated. Also, a proper Career mode play through will be out when I get around to it.
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More adapters for spaceplanes, a mk3 style hitchhiker crew pod and to have it so monoliths have their own very small biome that gives lots of science
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My parachutes always fail.
MrJacobean replied to jeancallisti's topic in KSP1 Gameplay Questions and Tutorials
It's either you are physics warping (which makes the engine unstable for big ships) or your ship is too heavy for your ship. Use the radial parachutes when you unlock them or decrease the weight of the ship (you don't have to go into space to earn science). When coming in for landing, you could burn upward to decrease the amount of strain on the chute