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Everything posted by Project Pluto
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[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
Project Pluto replied to KillAshley's topic in KSP1 Mod Releases
I required http://forum.kerbalspaceprogram.com/threads/104855-1-0-4-Atomic-Age-Nuclear-Propulsion-Red-Hot-Radiators and http://forum.kerbalspaceprogram.com/threads/64117-1-0-4-Modular-Fuel-Tanks-v5-6-0?highlight=modular+fuel+tanks! -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
Project Pluto replied to KillAshley's topic in KSP1 Mod Releases
Sigh, another dull and ugly view produced by New Horizons… In all seriousness, this mod has saved my relationship with KSP! And I love Moh… Not quite as much as Sonnah, but pretty darn close! -
Whenever I start a new save, which is often, the first thing I do (to calm my OCD) is send a one way lander to each body that can be landed upon. For bodies such as Laythe, I would often miss land and splash down in water with disastrous consequences. Taking a hint from a forum member here (can't recall who, but thanks!), I made a lander that had pontoons (using many structural fuselages). If I got lucky and was over land, jettison the pontoons and land with lander legs. If not, keep pontoons and land on the water (wish they had currents!). My question is, is all liquid equal? Meaning, if I sent a similar lander to Eve, could I splash down on it's liquid in a similar manner, or is some liquid less dense than others and I need to make my pontoon supported vessel more floaty? Thanks in advance!
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My assumption (perhaps wrong) is that not being able to land on your planets and leave the ship for the space centre because "under acceleration" is a simple, but perhaps not obvious, fix. I'm assuming that all "landable" bodies (not gas planets) have some common features? If you don't mind, I'll do some research and poking around!
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[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
Project Pluto replied to KillAshley's topic in KSP1 Mod Releases
so much more dV required than thought. even in the SOI my speed was well over 8000m/s. no landing happening on this trip! at least the ship survived. -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
Project Pluto replied to KillAshley's topic in KSP1 Mod Releases
A successful, but inefficient, capture burn! -
Discovered an amazing planet pack http://forum.kerbalspaceprogram.com/threads/114092-1-0-4-Kopernicus-New-Horizons-v1-6-1-13July15-New-Beginnings Kerbin now orbits a beautiful blue ringed gas giant! I was getting a little bored with the stock solar system. I'm rather new to mods of all kinds but they have reinvigorated my love for this glorious game!
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[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
Project Pluto replied to KillAshley's topic in KSP1 Mod Releases
Wholly mother of mods! I'm in love. Beautiful so far. Some graphical issues landing on a moon with atmosphere, but otherwise, glorious! -
Chomping at the bit to be able to land (and stay) on these planets and moons! Are there any simple edits an unexperienced person such as myself could make in the settings? Once I land and try to head to the space centre or change vessels, I get the message that "you're still under acceleration" even though I'm clearly at 0m/s. Cheers!
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Fixing broken solar panels
Project Pluto replied to Project Pluto's topic in KSP1 Gameplay Questions and Tutorials
awesome! found it. just need to know what to change it to! fuctional? working? normal? - - - Updated - - - figured it out… cheers.