theend3r
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KSP2 Release Notes
Everything posted by theend3r
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Except you can with multiple docking ports. Same thing when they told me Unity is the reason why cargo bay doors aren't "real" but then the M4435 Narrow-Band Scanner has both animation and collision for the moving part.
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What is the most furtherest planet you have got to?
theend3r replied to KerbalScience's topic in KSP1 Discussion
I've made a return mission to every stock body so I guess Eeloo? That's practically nothing compared to RSS but I'll try conquering that once 1.1 releases. -
Is there a mod that you couldn't live without?
theend3r replied to Foxster's topic in KSP1 Mods Discussions
I'm a spaceplane guy so definitely FAR. Other mods like B9 procedural wings or MJ I could do without but probably wouldn't bother to since I'm constantly on the edge of being burned out. -
I had some really interesting designs before the OP ARM parts came, but I never computed their dV and MJ/KER couldn't since I was manually shedding fuel tanks in pairs and was too lazy to stage that for one mission. The last one took an unflippable rover and lander to Eeloo and back. It also required manual staging by docking. Ah, good old times.
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Kerbal Aeronautical Laboratories [OPEN FOR MEMBERS]
theend3r replied to MRMCNUGGET's topic in KSP1 Discussion
You can't really make serious KSP aircraft without FAR and procedural wings (B9 PW).- 32 replies
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I always dock manually as it's a child's play for me now but from what I heard, MJ doesn't waste as much monoprop lately.
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KSP Has Spoiled My Enjoyment Of Hollywood Space Movies
theend3r replied to NeoMorph's topic in The Lounge
I really enjoyed it. It's slow (long scenes) which makes it hard to watch in our age of quick cuts and the story is... difficult. The effects are incredible for a 1968 film, though, even today. -
Types of crafts people make and more
theend3r replied to DiamondExcavater's topic in KSP1 Discussion
Same here, I don't use heatshields. I mostly make spaceplanes and they can survive the reentry without one, usually. I'll use the inflatable one purely for its drag since parachutes aren't very reliable unless I use RealChute. -
Really cool! Not only is it in the shape of K but it also more or less represents the dV needed. Now I need to design something smart too.
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What's with the parts? Is that a mod?
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I don't know how skilled you are at programming but writing a program (for kOS or make a standalone mod) that could plan gravity assist maneuvers and potentially even execute them would be an interesting project.
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I have horrible framerate even with small craft. I think it's because of Scatterer but I can't play without it.
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Now imagine knowing that you'll have to wait another month or two for all the mods you cannot play without to update.
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I like career for rockets because rockets are... easy. For my current (space)plane only research, I use sandbox.
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
theend3r replied to BahamutoD's topic in KSP1 Mod Development
So the drone gets shot down? What's the difference then, aside from added complexity? What I want to do (and occasionaly but not always can do) is to target the enemy vessel outside of it's detection range, fire a cruise missile and follow it with my plane. It shouldn't even be that difficult to make the camera not drift when it targets the surface with the lock on. Targeting things on high mountains is also a bit wonky now. The laser targeting could use some improvements. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
theend3r replied to BahamutoD's topic in KSP1 Mod Development
Is it possible to have the targeting pod lock to ground out of physics range? Even though you can see the vessels (with Distant Object Enhancement), the targeting doesn't work well at larger distances, which makes using cruise missiles a pain and Mavericks are always preferable. -
[SOLVED] Output log spammed with "14.0"
theend3r replied to theend3r's topic in KSP1 Technical Support (PC, modded installs)
Ok, I found it thanks to the fact thay you replied. It was caused by an old version of F119 from B9. I didn't update it for a long time. Thanks -
My output log gets spammed with tens of thousands of: (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) 14.0 Any idea what causes it? I'll try to pinpoin it by searching with bisection method but if anyone knows, it'd be way faster. Output log: log file (alt+f4'd at the end, nothing of importance aside from the 50k "14.0"s) Edit: Happens only in flight scene.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
theend3r replied to ferram4's topic in KSP1 Mod Releases
Is it possible to visualize wingtip vortices? For example by detecting the outermost area of the wings and applying smaller stock exhaust smoke?- 14,073 replies
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- aerodynamics
- ferram aerospace research
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Thanks. To be honest a HUD like in the BahamutoD's cockpit is the best part of it but it's still better than stock. I'll be using it for sure.
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Sure, I've reached multiples of c in most of the versions of KSP due to timewarping/exploding on launchpad/phantom forces/kraken drives/other bugs or quirks.
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Reentry? No matter the angle they usually end up pretty bad. Or they did before I learned that the best type of reentry is the most chaotic/Kerbal one: spin as much as you can in all directions so your craft loses a lot of speed and all the heat isn't concentrated only on one part. I've had 95% success rate after that.
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Does ANYONE remember the old way to play KSP?
theend3r replied to Yobobhi's topic in KSP1 Discussion
The large engines and tanks really make things easy. I remember controlling this thing was a total nightmare: The burn took half an hour and the ship behaved like a noodle. Good memories. -
No Shirt, No CHUTE, No problem
theend3r replied to dunebugmi's topic in KSP1 Challenges & Mission ideas
Ah, ok, sorry, it looked like "lifting surfaces" but they were actually just pylons. I use FAR so those would serve as fine wings on their own but I guess that's not the case in stock.- 49 replies
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- reentry
- terminal velocity
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