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KSP2 Release Notes
Everything posted by Pecan
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Obrigado Dida, I'm glad you are enjoying the tutorial. I'm working on updating it for KSP 0.90 and will then be writing some others.
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RemoteTech's a brilliant solution to the problems of RemoteTech. Much as I've wanted to like it, because probes, I just can't see the point of it. It's not difficult but it is grindy and, once you've got everything in place, it just makes it harder to find a particular ship (sooo many flights in progress!) without adding anything to the play. Unless you love programming and want to use KOS to get anything done - then it's a coding game. Definitely not stock.
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A piece of string. There are 35-odd vehicle designs in the tutorial in my signature, 850 to 141k. Although the early vehicles are one-shot disposable things the later ones, and everything I use in my own games, are fully-reusable. Now, what was the question again? ETA: manned Mun/Minmus one-shot about 33k for a beginner's ship in the tutorial. Roughly 267k for reusable Duna manned vehicles + fuel, etc.
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SCANsat mod with version 0.90
Pecan replied to OhioBob's topic in KSP1 Technical Support (PC, modded installs)
So you are using the dev version, not the release one? You should expect bugs in development software and should definitely raise issues in the relevant thread, rather than ask the general public ^^. -
POLL: What would you like Added/improved?
Pecan replied to Talavar's topic in KSP1 Suggestions & Development Discussion
deltaV display. Of the above, mining. -
SCANsat mod with version 0.90
Pecan replied to OhioBob's topic in KSP1 Technical Support (PC, modded installs)
http://forum.kerbalspaceprogram.com/threads/80369-0-90-SCANsat-v8-1-Real-Scanning-Real-Science-at-Warp-Speed%21-Dec-19 -
Extend the physics distance in atmosphere
Pecan replied to Anthlon's topic in KSP1 Suggestions & Development Discussion
My first reaction was "It's always been like that, what are you complaining about?" but on second thoughts I think you're right - it is one of the big functional holes in KSP that we have to hope will be addressed during beta. We do know Squad intend to address the aerodynamics, so perhaps while they're working on that they can look at recovering 'stages' through atmosphere. -
SCANsat mod with version 0.90
Pecan replied to OhioBob's topic in KSP1 Technical Support (PC, modded installs)
It works fine for me. Are you in career mode but haven't unlocked the relevant parts/functionality? Have you tried asking in the SCANSat thread? -
Exploring The System - A design tutorial campaign 0.90 Final
Pecan replied to Pecan's topic in KSP1 Tutorials
Update for 0.90 will take a while. It's much larger than I expected; mainly due to SAS changes in the game, which means the SCANSat satellites of Chapter 2 have to be re-built, and new spaceplanes. As taio pointed-put the Orbiter SP was seriously out of date (the new 'Orbiter Mk2' is very pretty and flies a lot better). I've only got through Chapters 1 - 4 so far and will publish an interim update once I've done Chapter 5. Sorry for the delay but apart from re-designing and testing the new vehicles I have to fly the missions repeatedly to get screenshots and test how different handling affects performance. Then I need to update the stats and get all the book-keeping straight and then I can re-write the text to reflect the new characteristics of the craft. In the mean time - anyone starting with this should place an inline reaction wheel on the SCANSat satellites (including Placebo, if you're not using the mod). -
Unfortunately there is a profusion and confusion of terms. As I understand it "VTOL" means a plane that can take-off and land vertically - such as the Harrier Jump Jet. I'm using "VTVL" instead to mean a jet-powered ("tailsitter") first stage that does not have wings/landing-gear and launches and lands like a rocket. Opinions on how to make the distinction clear are welcome ^^.
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Replicas of the American Space Shuttle are hard to build and fly in KSP. SSTO rockets are easier, VTVL SSTO jets more efficient, spaceplanes more efficient and better looking. Unless you're just setting yourself the challenge of this for the appearance of it there really is no point in trying. I'm assuming you're new(ish) to KSP; just save yourself the headache.
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<Oops, posted in the wrong thread - sorry about that>
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The Jericho 'Rocket' from Iron Man 1
Pecan replied to Oberyn Martell's topic in KSP1 Challenges & Mission ideas
http://forum.kerbalspaceprogram.com/threads/24898-Challenge-Submission-Guide -
how do i build a plane????
Pecan replied to eliturbo's topic in KSP1 Gameplay Questions and Tutorials
1. Start or resume a game in KSP 2. Click the SPH to enter it and start building 3. Select a command-pod or probe core to control the plane 4. Add a fuel tank 5. Add an engine 6. Add one or more air-intakes if using a jet engine 7. Put wings on the side - that's how you know it's a plane 8. Put wheels underneath it Congratulations, you've learnt how to build a plane in a space programme ^^. -
Mods that will make the game realistic for 0.25
Pecan replied to iEpic's topic in KSP1 Mods Discussions
Update to the latest version. 0.25 might not be 'dead' yet but it will be very soon. Aw man, don't even get me started on 'realistic' ^^. This is a computer simulation - don't try to go there. -
Are you playing on hard mode/settings/mods? If so, stop it. Have you practiced building cheap, low-part, vehicles? If not, do it. Did you try the mission I detailed? If not, try. You're fine but I'm not quite sure how to put this without being impolite to other others ... Oh yes ... "This thread contains a lot of well-intentioned but misinformed opinion being expressed as canonical advice. Following such advice may teach you many valuable lessons, hence the information is valuable. Not following such advice is more likely to achieve the goals you have stated."
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KSP 0.90 Career Kickoff Guide (from normal to hard difficulty)
Pecan replied to Yemo's topic in KSP1 Tutorials
<redacted - thread title edited> -
The worst times I find are when I'm landing under parachute - since the reload tends to kill the chutes and you don't have a lot of time to do anything about it before you lithobreak.
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You're right, of course, but would you recommend Moho as a first interplanetary (apart from the availability of transfer windows)? Personally, I'd say Duna/Ike then off to Jool when you know what you're doing.
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Tutorial link in the signature. The Drawing Board for an index to all the best. Welcome
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MechJeb has incorporated the porkchop display, just click when you want to go in exactly the same way as alexmoon's Or there is TriggerAu's standalone http://forum.kerbalspaceprogram.com/threads/55401-Community-Mods-and-Plugins-Library
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You went to Moho for your first interplanetary?! That's the hardest place to reach or return from (Eve being the hardest for surface-return). Well done. If you include a manned pod KSP will put someone in it.