merendel
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Everything posted by merendel
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I still think you should grab a class E and do a grand tour with it, powered landings on all planets with a surface.
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I agree that 2 is the much better option long term. However if its going to add alot of extra time to your workload and further delay the next version significantly you may want to consider doing both. A quick patchjob MM config to shift the grabber for the next release and slate option 2 for a future release. Its not like its hard to remove an MM config file, heck quite a few of us have made our own quick patches to get the claw working already.
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Seems more like it was a glitch with KJR, the update notes for it indicate it may be fixed. Either way I can say for sure decouplers have nothing to do with it although root part may be a possibility. I was building a craft consisting of a stayputnic, the toroidal tank and the LV-1 with EL and crashing those on minmus. I prety much always ramed stayputnic first into the planet although I'm prety sure it was the root part. Even then it was not consistant on the bounce. 2 of the dozen or so probes bounced. The first one bounced 2 times and I had to go to the space center and back to get it to crash, second bouncer probe blew up on the second impact, both landed on the stayputnic.
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[0.23]Baha. Parts for Extraplanetary Launchpads v1.2 (3/2/14)
merendel replied to BahamutoD's topic in KSP1 Mod Releases
You understand correctly. Seems like it was something in the conversion to 23.5 or one of the mod updates that somehow corrupted existing parts/ships but any new ones dont exibit the behavior. I've seen a few other mods over the last few patches that had some weirdness with old parts but new ones worked fine. Mostly just reported it because it was so weird and thought you might like to know even if its not something you can do anything about. -
Its possible for asteroids to have an encounter with Mun or Minmus that gives them just enough of a nudge after entering the SOI to end up self captureing.
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Its basicly a fold away warp drive. I disagree with his assertion that its vital. cool most definitely but far from vital. I personaly pull the stunt that they did with the jedi fighter in attack of the clones. Ship flys up into orbit and docks with its warp(hyper)drive module and off it goes. when ready to land it leaves the module in orbit. For a plane I'm already luging the wings around in space where they do me no good why should I lug the warp drive into the atmosphere as well?
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well it looks like 219 parts. depending on your system specs that can start pushing your framerate down.
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[0.23]Baha. Parts for Extraplanetary Launchpads v1.2 (3/2/14)
merendel replied to BahamutoD's topic in KSP1 Mod Releases
Had an intresting glitch probably as a result of 23.5 and various mod updates. The 3d printer seemed to loose its collision and caused an unplanned disassembly of all parts attached to that module of the station. Intrestingly its still sort of conected to the docking port as it springs back under time warp but flys off agian once it comes off rails. I loaded up a copy of that module on the launchpad and it just fell through the ship, and then the planet. Completely replacing the 3d printer with a fresh copy dragged out of the sidebar does not exhibit the abnormal behavior. Seems as if whatever happend is limited to preexisting craft, both saved and in flight. New construction shouldnt be an issue. Thankfuly I had a second construction dock to replace the one taken out by the printers disassembly. Heres a copy of the buggy craft file if your intrested, not sure if its something unique to my install or if it will happen for you as well. -
Unfortunately there are actualy 2 nodes this could be although admitedly one would be a very strange path up the tree. The obvious node is Nuclear Propulsion where you unlock reactors. Most people will push for this node anyway for the LV-N. The other one is if you push the science end of the tree up to Advanced Science Tech you have the ISRU, if you also grab the node next to it you would have transceivers and be able to beam solar power to run the ISRU. While its silly to take this path and you may wonder why would someone go and mine UF4 off planet when they cant even use it yet? I point to antimater as a precedent for establishing collection before you can actualy use the stuff. Which node do you put it in as an argument could be made either way. Fractal put em in the node he did because no mater what path you take you'd have that node.
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Some mods broke and were quickly updated, others were just fine. Personaly I had almost no issues with my 23 save after I updated the main ones and tweeked a few things. I'd suggest go to the threads of the mods you use and check for updates or browse the last few days of posts to see if that mod blew up and if theres a fix. Once you update all the broke ones and confirm the others are not broke have at it. I would recomend coppying the save file first though.
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Raising awareness and excitement about space travle, how it works, and some of what can be done out there can only help NASA in the long run. KSP can give a kid an introduction to orbital mechanics (even if its simplified) and possibly set them on a path for a space career. Even if it dose not more intrest and awareness can lead to people being more willing to fund (directly or through taxes) the space program. A small bit of colaberation that costs them little more than a few team members free time is a good thing for NASA
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oh you are thinking way too small. Grand tour with landings on every planet with a surface (droping down to 0m on jool optional) topped off by puting it into a retrograde low kerbol orbit The fuel required to do that with a class E would be staggering.
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Neat fractal. I'll already be doing some mining on asteroids with extra planetary launchpads (confirmed the author is working on it) but I cant wait to see what you do with it. It would be nice to be able to keep some mining operations in orbit instead of haveing to come up with a way to shuttle the resorces up from a planet even if you have to check out quite a few rocks to find a good one.
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KSP on the other hand can be run directly from the install folder with steam not even runing on the computer. you still need to log on for downloading updates but once installed you dont really need steam anymore to play.
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Geting one to miss is prety easy as long as you can figure out how to rendezvous while its still way out (aka in kerbol orbit not in kerbin SOI) If you can intercept it 50-60 days out a small nudge of a m/s or two in almost any direction will turn an impact into a miss. Personaly I'm probably going to make a few stations around asteroids with the claw. And van that SS proves you are one sick and twisted banana. Keep up the good work.
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Chuckle, I actualy had thought of asking if a childs fingerpaint was your idea of a masterpiece after your first paragraph then I read your second. to be fair Armageddon was a Michael Bay movie. You don't go to them expecting a deep plot. You go to watch explosions with some plot colored paint slapped on the side as an afterthought to justify the explosions. I didnt really think the plot of gravity was of significantly higher caliber and lacked the inherent excuse of not expecting much to begin with.
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Prety much go to tracking station. Random asteroids will spawn near kerbin on crossing orbits. They are marked by a ? untill you track them and will dissapear if you dont track them after a few days of gametime. If you track them they physicly exist in the world and you can go out and great them.
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@neo Nothing specific to KSPI, what I can use asteroids for is prety much KSP in general and mod neutral. Prety much you can use em as an intrestingly shaped core part for any space station design you want. Makeing an AMF around an asteroid isnt fundamentaly different than makeing any other station around an asteroid so I dont consider that a KSPI thing. Untill we can mine resorces from them or something asteroids are a KSP asthetic item if you make a base/ship around them.
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I'd at least like a satisfying explosion even if life just goes on reguardless.
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Funny I thought Gravity stole the crapy space movie crown from armageddon. Back on topic though considering how the game mechanics work there is not any real sense of tension about an impactor asteroid. If you ignore it it will just dissapear in the atmosphere even if tracked. If you focus on it and watch it reenter it just bounces (unless in the ocean then it sinks) and rolls down whatever hill it landed on. Kinda hard to feel threatend when it slows down to termanal velocity on its own and has the impact tollerance to survive that speed and nothing breaks.
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They are prety neat. BTW I had to double take on the thread title. First time I read it I got "The Amazing new LIES"
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On the upshot the mass of the asteroid would decrease as you mined it out in a moderatly realistic manner. I'm still wondering what majiir is going to do with kethan since he's indicated he does not want to turn asteroids into flying kethane tanks and wants to require a drill. Its going to be silly capturing a 1000 ton asteroid and mining 500 tons of material out of it and still haveing a 1000 ton asteroid.
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I dont think theres a way to limit you from moveing a resorce around the ship short of giving it the NoPump flag which probably wouldnt allow for a part to pump it either. He would probably have to add an extra resource, aka AsteroidOre, that is set to nopump or just has no tanks for you to transfer it into. AsteroidOre could then be run through a basic kethane converter module on the attached ship that would transform it into standard ore. the module for that could even just be put on the basic auger and balanced to the same conversion rate as the extraction rate.
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I normaly send my station habitation modules up unmaned, partly because they have a less than ideal track record for makeing it into orbit the first try. So I send em up, do whatever asembly and then send up the Krew pod 32k. Stick that thing on a rocket and I can fling up to 32 kerbals into orbit in a single go. I cant remember what mod adds those, probably either B9 or Firespiter but those are soposed to be airplane passenger modules. 2 kerbals per section.