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KSP2 Release Notes
Everything posted by federicoaa
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The v1.2 Hype Train Thread - Prerelease is Out
federicoaa replied to Whirligig Girl's topic in KSP1 Discussion
i believe it's out now- 1,592 replies
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- experimentals
- not the patience ferry
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The v1.2 Hype Train Thread - Prerelease is Out
federicoaa replied to Whirligig Girl's topic in KSP1 Discussion
I'll mod it to go all way up to 11 XD- 1,592 replies
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RUD rapid unplanned disassembly If you want to include famous mods then add MJ KAC FAR USI KIS EVE RO
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
federicoaa replied to Ven's topic in KSP1 Mod Development
After 1.9.2, part 1x3SPanels is a bit bugged. Placement node appears rotated 90 degrees and also in VAB appears already deployed (and it can't be folded inside VAB) -
KTO node position for specific positioning
federicoaa replied to federicoaa's topic in KSP1 Gameplay Questions and Tutorials
@Alshain I know that way. I was wondering about a mathematical approach. I don't know enough orbital mechanics to calculate the answer. My thinking is that taking into consideration the travel time for the Hohmann transfer from 100km to 2863km and the rotation of Kerbin, we could find the timing to place the node. Lets see, using wikipedia I get that the fly time from 100km to 2863km is 10040 seconds (2 hours 47 min 21 sec) Since kerbin rotation is 6 hours, we should depart almost oposite to KSC (167 degrees if KSC is at 0) Am I right? -
I have a modded install with the SETI mod and all suggestions through CKAN. If I right click a part in VAB to pop-up the window, then launch the craft without closing the pop-up window, said window will be visible all time, even in the main menu, without possibility of closing it (since there is no close button in the pop-up windows) I can't reproduce this bug in a stock install, so it's surely made by mods, but can't determine which one. Has anybody seen this bug before? any workarounds? Thanks.
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Yes, there is something called vacation. People tend to take one of those when they feel tired. After 1.1.2 devs were very tired for working overtime for long time, so they took 2 weeks rest. Since everybody is out there is nothing to report.
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[.90] RealHeat: Heat Transfer 101! [WIP]
federicoaa replied to Goozeman's topic in KSP1 Mod Development
Here is a suggestion: Make kerbals produce heat, as humans do (8368000 joules every 24h or 2.3kWh) Kerbals heat would make radiators needed in stations (as the ISS do) -
[1.1.3] Orbital Decay v1.5.2 (17/07/2016) - Total Overhaul
federicoaa replied to Whitecat106's topic in KSP1 Mod Releases
going to try this mod now, seems cool -
It's so easy to complain for the sale of complaining... And by the way, Dr. Turkey and Maxmaps were not CM, they were producers. Badie is the current CM, and before Kasper was acting CM IIRC.
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Suspension strength tweakable for wheels
federicoaa replied to regex's topic in KSP1 Suggestions & Development Discussion
+1 to more ingame customizations -
I really like this mod. Once I removed it because I was kinda annoyed by some glitched, but had to reinstall it because stock is not the same anymore. Hope you can sort out the glitches Btw, here is a funny one I found, lets see if you can guess what it is XD http://imgur.com/E8cDNZy (can't insert the image in the post, weird)
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Pending: v1.1 compliant Arkingthaad tower lander.
federicoaa replied to Whackjob's topic in KSP1 Mission Reports
It's Whackjob most know contraption. Let me explain: there are some people who like to build small, then there are others who likes big (more than 1k parts) crafts, an then there's Whackjob Btw, welcome back Whackjob, is nice to see you back into the VAB again- 47 replies
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My only complain is that I don't have enough time to play the game!!
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I find it hard to find things in the bugtracker lately. I got a couple of duplicated bugs because the tracker did not find results for my searches. Anyway, a small workaround for the service bay issue is to wiggle the craft with asdw a bit, that seems to cool the parts down.
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Hi I've been playing a bit now and I noticed that when I place a service bay and a heat-shield below, during reentry the part on top of the service bay overheats quickly. Not sure if it's a bug or something else. Any ideas?
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Jittery stock autopilot
federicoaa replied to a topic in KSP1 Technical Support (PC, unmodded installs)
It depends on how many SAS modules you have running. On my experience is much better than before, but if you add many reaction wheels and gimballed rockets then your SAS becomes overzealous. You can try to correct that by setting the gimbals to pilot only mode. -
Eject an asteroid out of the solar system. It looked simple until I realize I was dealing with a class D asteroid XD
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Just to mention, it is called delta-V for the greek letter delta (looks like a triangle), which in mathematics is used to denote a change in value. So delta-V is just initial velocity minus final velocity.
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Don't forget he's on holidays with his kids, he made some time to make the video. Also remember there's an hour long squadcast plus 24h squadtv marathon showcasing 1.1
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- 1.1
- scott manley
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Kerbal Space Program 1.1 Hype Train Thread.
federicoaa replied to Whirligig Girl's topic in KSP1 Discussion
There was a bit of a hiccup when staging some big rockets, but maybe it was because he was playing in a laptop. -
Kerbal Space Program 1.1 Hype Train Thread.
federicoaa replied to Whirligig Girl's topic in KSP1 Discussion
Here's the link to today SquadCast: https://www.twitch.tv/ksptv/v/56428823 Looks nice. -
What are your close calls with low fuel?
federicoaa replied to KerbonautInTraining's topic in KSP1 Discussion
Small sat going into Minmus orbit. Finished burn with 0.47 units of fuel left http://imgur.com/4Q2NySl