Mighty1
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Everything posted by Mighty1
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I shed a tear when the engine cut off and S1 kept standing.
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Kerbal Space Program 1.1 Hype Train Thread.
Mighty1 replied to Whirligig Girl's topic in KSP1 Discussion
Before 1.0 came out (I believe it was Maxmaps) it was said that a tier 0 "barn" buildings are postponed and it will be implemented in 1.1. That time is coming soon but I heard no word about it. Any news about that? -
I lived in Yugoslavia but never heard about it. Probably because it was secret ;-)
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KSP Interstellar Extended Continued Development Thread
Mighty1 replied to FreeThinker's topic in KSP1 Mod Development
That is correct. no parts from interstellar were used. I removed the SABRE part from b9aero.cfg and tested again - no KABOOOM. Thanks -
KSP Interstellar Extended Continued Development Thread
Mighty1 replied to FreeThinker's topic in KSP1 Mod Development
Hello and thanks for a great mod. Search didn't give me any results so I will ask now. Recently I combined KSPI-ex and B9 aerospace and I ran into a problem. When I have a vessel with the B9 sabre engines and save then load it they exploded and the F3 said that they exploded because they overheated . I created a clean install with B9 and FAR and everything worked fine. When I added KSPI-ex then the problem surfaced. This happens in 100% of the cases. It doesn't matter if the engine is active or shut down. Even if it didn't work at all in flight it still goes boom. What I understood from my test about this bug is: 1) it does not matter if it is in atmosphere or rocket mode, 2) rate of overheat is connected to altitude, not speed (can load saved game at 350 m/s at 1000 m, 10000 m but explosion at 11000 m) 3) overheat happens as vessel loads and control is given to player (first 0.5-1 second when you see your ship but cannot control it) 4) Radiators (stock or interstelar) don't help 5) 17 kerbals died to bring you these results. Next time we will use probe cores or parachutes. -
I will check the links you posted Boris. Thank you.
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I've been using FAR for some time now but I am still confused about the static analysis. Is there a simple guide somewhere that says that a number is red you should add more wing/control/more lift front or back and so on. Please, oh good Kerbal comunity, help me. My planes do fly but on some designs it is a constant struggle to keep it from flipping or loosing control.
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i use Kerbal construction time mod. it has a feature that, before you build your ship you can simulate it providing you already visited the desired SOI. In other words you can simulate on the mun, duna etc only if one of your craft visited the Soi of it.
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Cattywampus Orbit Strands Space Tourists!!!
Mighty1 replied to Sgt Charlie's topic in KSP1 Gameplay Questions and Tutorials
the easiest thing to do is to use that proven technique called "get out and push" just remember to do it at your ap and not pa. if you can not go on EVA then you have to do a rescue mission. -
BTW what happened to those skin tight suits from some 5 years ago. They were called bio-suits. Now that was awesome and cool.
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For Kerbin I usually launch 4 satellites with 6 hour orbits and roughly similar Ap and Pe. Orbital height is not that important as orbital period. My sats have 1 comm 32 and 2 DTS-M1 (1 for Mun, 1 for Minmus) The "32"s have just the range for connecting with other sats as they are spaced 4900 km and I fine tune their period with RCS to maximum of 0.02 sec. difference.
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No they haven't. It's still just leveled dirt, no concreate
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Why I really appreciate the Kerbal players here
Mighty1 replied to RocketBlam's topic in KSP1 Discussion
Of course there is. Just look how great it worked for the Mars Climate Orbiter. -
Not to open a new topic but can someone enlighten me on the payload. There are 11 satellites that were released with no engine burn between them so their orbit is basically the same. What good are 11 comm satellites clustered together? Do they change their orbit after deployment using some on board maneuvering system?
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Kroatia there.
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[quote name='justidutch']I drive an electric vehicle, the Mitsubishi I-Miev. Had it for 13 months now, and I love it. The up-front cost is more, but if you hang on to it and drive it for about 6 years you start 'making money' on it, in terms of the difference of price between gas and electricity. Besides not having to pay for gas, the two big things I love about it are: 1) maintenance, there is basically none. No oil changes, no belts, highly reduced care and feeding of mechanical brakes (if you do it right 90% of your braking uses a regenerative process that puts energy back into the system, you don;t touch the mechanical brakes hardly at all). 2) impact on the environment, since I live in a region of a country that produces electricity with a somewhat limited impact on the environment. Comparatively speaking. No burning of fossil fuels at least, in terms of my car itself and the production of electricity (mostly hydro dams which I realize do in fact impact the environment but probably not nearly as much as say a coal plant) If any of you ever have the means to go electric, I sincerely hope you at least give it good consideration.[/QUOTE] Oh, you have no idea how I would like do go all electric but this stupid country of mine imposes extra tax if you want anything else than gas. Even if you want lpg in your car you have to pay extra.
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Planetbase - space colony sim goes in free beta.
Mighty1 replied to Feniks_PL1984's topic in The Lounge
Something like this but simplified should be in ksp. -
You should try to get a closest encounter below 5 km. Then, at closest approach try to match orbits as you described but put your velocity indicator on "relative to target" (click on the speed just above the navball) when you get to 0 m/s relative motion you have succeeded. Then burn directly towards your target ASAP to close your distance and finally dock. EDIT double ninjad while typing.
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playing Open TTD
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A long time ago we were given a treat in form of a barn. It went away silently and no word will it ever return. I expected it in 1.1 but it appears it is not comming.
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Is anyone else experiencing Too-Much-KSP-Syndrome?
Mighty1 replied to Noname117's topic in KSP1 Discussion
I've been of KSP hiatus since 1.02 came out. I am waiting for 1.1 64 bit and probably the barn to come along and the there will be some moding to do. Muhaaaa Hahahaha. -
Collecting science from device twice
Mighty1 replied to AaronLS's topic in KSP1 Gameplay Questions and Tutorials
Every building is a seperate biome and you can do all the experiments in them. Even the crawlway and the flagpole are biomes.