Mighty1
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Everything posted by Mighty1
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I've been playing with DRE for a long time and spaceplane reentry is not that hard. You just have tu stay in the upper reaches of the atmosphere for as long as possible. You enter half the planet away from KSC and gradualy slow down. If done correctly you will see no flames at all.
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*Raises space drinking bag* (if raising is possible in free fall) And now BOOM BANG straight to the Mun.
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A new easter egg? It could be The Magic Boulder, a rouge planet which you have to discover or maybe something to do with all the monoliths in the system.
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Just 7 days til launch! Watch the first preview video of...
Mighty1 replied to SQUAD's topic in KSP1 The Daily Kerbal
That's easy - 00:01 Line Island Time, The first time zone to go to 27.04. (Island of Kiribati) -
And if it can SSTO I'll be even happier http://i.imgur.com/7gfvOKf.jpg May the gods be with you.
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What do you think about plant animals?
Mighty1 replied to RocketWizardzX's topic in Science & Spaceflight
This creature is on the right track. It eats some veggies and doesn't have to eat any more its whole life. It takes the chlorophyll from the plant and incorporates it in its own cells then uses it to produce energy. http://phys.org/news182501672.html -
Vessel loading under water BOOM
Mighty1 replied to Mighty1's topic in KSP1 Gameplay Questions and Tutorials
Thanks, game is loading now. I can't find it in the persistent. There are too many "untitled space crafts". The COM is above the water but I'll extended the pillars anyway. They are procedural parts structural part as I am trying to cut down on part count. I shall report on the progress. EDIT: "#$%&!"!$ I'm gonna have to land on the island or test the buoyancy of every large part. -
Thanks for that. I did it. 1. Install procedural parts 2. delete squad tanks 3. ..... 4. Moar mods
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Hello everyone. I have a tiny problem. I was trying to replicate the SpaceX barge landing and I made a platform which is more like an oil rig (4 pillars that go into the water), I flew it out to sea and set it in the water nice and slow. I went to the VAB to check something and then back to the platform. When the physics loaded the platform was transported 900 m underwater and went BOOM. Did anybody else had the same situation with loading vessels while in the water? Thanks
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I just checked the GUI with the new version and it is working fine.
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Love the mod but I noticed an incompatibility with 2 others (maybe it is resolved with the new version, I will have to try it out when I get home). The 2 models in question are: TCA -throttle controlled avionics and NavUtilities. The problem is with the GUI. When I click on any of the mentioned mods button the window opens and disappears almost immediately. Upon deinstalation of "persistent rotation" the problem was gone.
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I like the pylons because I don't like leftovers on my rockets.
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OK. just reinstaled MJ 2.4.2.0, the FAR patch and FAR. A lot less of wobble, and is flyable. Thanks. here is some rep.
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Hi guys. I have a problem with my spaceplanes. When I fly them i always have to correct the pitch of the plane as the nose always slowly drops down. SAS does not help, point prograde also does not. It still drops. I tried using MechJebs Smart A.S.S. surfice mode set to 20 deg up but the plane woblles like crazy. It only becomes stable after 20 km hight where the air is thin. So, for the first 20 km my only option is to pich up to an ascent pitch, turn on SAS and tap up so I my nose does not drop. Am i doing something wrong with my designs or is MechJeb and FAR combinaion broken. Also, i forgot to mention have the MJ patch for FAR. Thanks
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For the altitute records I always go with x-1, x-2..., When in orbit Orbital-1, then Munar-1 and so on.
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i would like to move my spaceplanes over. I realy hope the new aero will be something like FAR so they will fly.
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Quality Mods Sharing Niches with Stock Features
Mighty1 replied to JedTech's topic in KSP1 Mods Discussions
I don't see what the problem is. Many mods have gone the way of the Dodo because they have been incorporated in stock in some way. Look at enhanced navball, fine print, spp, smart ass part of MJ, even docking used to be a mod once. Squad can't work on all things at the same time by hirinig 200 people so they have to take it in steps, but talented moders concentrate on 1 thing and refine it until perfection. So if a couple of great mods get in the stock game all I can say is "Huray". But as KSP is such a easy thing to mod you can always change stock stuff with moded. That is what FAR did with the aero/drag system and if 1.0 aero/drag model won't be to someones liking they can always swich to FAR. Edit: Ninja by Twreed87 -
All life will end with death. The place where you die is not so important. And the people who voluentieered are just that - volunteers. They know the risks. And history will judge them as the greatest pioneers or greatest fools.
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Tierd, very tierd. But...just...one...more....launch and then I go to sleep. Damn, look at the time. 3 am and I have to get up at 6. Happy workday.
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That is what I thought also. But i got stuck on using "dynamic ablation of neutrinos" from Dmagic orbital science mod. I got a contract to do it on a Munar pole but it was already done. When I tried to do it i just got a messadge that the experiment was already done and I have to do move to a diferent biome to do it again. Might be a mod problem, but not a stock problem.
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Calculating Satellite Altitude for RemoteTech
Mighty1 replied to rogerwilco's topic in KSP1 Gameplay Questions and Tutorials
This is just beautiful. I did that using word, drawing circles and lines. This is a much more elegant solution. Thank you. -
Ridiculous Contract Conditions
Mighty1 replied to MarvinKitFox's topic in KSP1 Gameplay Questions and Tutorials
OP, I once had a crew report to be made on a slope of 85 deg. I outfited a plane with 2 KAS anchors and slowly scraped down the hill with wheels retracted because i would tumble if i had them out. -
Anyone know what is the plan for the launch profile of the F9 heavy. I know that after booster seperation they turn around and go back, but the core will be going realy fast when it's done it's work. Will it turn back, land somewhere in the atlantic or africa or will it make one turn around the earth and then land. Also, the last I heard is that the plans for 2nd stage have been scraped. Any changes in that plan?
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How can you tell when droptanks are empty?
Mighty1 replied to cjmdjm's topic in KSP1 Gameplay Questions and Tutorials
As there are landing legs attached to them it is a good idea not to drop them before tuchdown. Now, the other thing is getting back. If you burn to much fuel you will have to get out and push the capsule but that is another story.