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Everything posted by Capt. Hunt
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How often do you use other people's craft files?
Capt. Hunt replied to Mars-Bound Hokie's topic in KSP1 Discussion
I downloaded a couple off of the Steam Workshop, ended up having to completely rebuild them to actually get them functional. Maybe some of the stuff on KerbalX would be more reliable.- 18 replies
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- craft file
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No, it is I! Perhaps @GRS shall appear.... now!
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Frankly, I like being able to customize my gameplay, I don't want to be shoehorned into a harder game because someone thought that it was "too easy." Personally, I want to be able to enjoy a game, if some feature is getting in the way of that, I want to be able to turn it off or set it to a lower level. This is why when I play a game with a campaign mode, like CoD, I almost always set it to the easiest difficulty. I want to enjoy the story, not get killed every 30 seconds. On the other hand, a lot of the features that KSP has added over the years are turned off by default. I can see where a new player could get confused by that, especially if they don't take the time to explore the game's options. As a compromise between no options at all and the current system, I would actually suggest that new options just be enabled by default. That way new players won't miss them, and old players can play as they like.
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Timing my Minmus Launch
Capt. Hunt replied to Mars-Bound Hokie's topic in KSP1 Gameplay Questions and Tutorials
It should be noted that, if you have it, the Dessert Launch site is 6 degrees below the equator, so due east launch will automatically put you into the same inclination as minmus without needing a plane change or a dogleg. -
Eject Asteroid from Solar System
Capt. Hunt replied to AHHans's topic in KSP1 Gameplay Questions and Tutorials
I wouldn't use a craft that you want back. Remember, anything you send to Kerbolar escape velocity is going to need almost that much delta-v to get back to kerbin. -
I saw a review of it on Xplay on G4, way back in the day.
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Finding surface features
Capt. Hunt replied to Capt. Hunt's topic in KSP1 Gameplay Questions and Tutorials
ok, that does help make them way more visible, still haven't been able to find a large crater though. -
Finding surface features
Capt. Hunt replied to Capt. Hunt's topic in KSP1 Gameplay Questions and Tutorials
lol, yes they are enabled, and I started a new game when BG came out. I am also in NW Crater, one of the biomes suggested by the contract, although the wiki does say the mun large crater can spawn anywhere on the mun. I'll look for that. How is this Surface Feature Finder supposed to work? -
Is there a trick to finding the new surface features? I've been driving around the mun for hours looking for Mun Large Crater to complete a contract, but I have yet to see one. I've seen a few Mun Stones and a couple of the smaller Mun Craters, but no large craters. It doesn't help that the features seem to blend into the background from any distance over a couple hundred meters. Is there something I'm missing? Anything that might improve my chances of finding one? Someone on Reddit suggested making a low orbital pass over my landing zone, but it seems like that would run into the same problems that I'm having driving on the surface, plus the added hassle of only having seconds to spot potential targets before my craft passes over the horizon.
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ClF3 as a replacement for Oxidizer
Capt. Hunt replied to KeranoKerman's topic in Prelaunch KSP2 Discussion
IIRC, a while back someone did work out what kind of propellant LFO was, based on the ISP, although I don't recall what the answer was. In my headcanon though, it's equivalent to a hypergolic, like Aerozine-50/Nitrogen Tetroxide, as it doesn't simulate any of the traits of a cryogenic, like boil-off or extreme cold. I use the Cryogenic Engines mod to add those. -
can you please use normal formatting so your posts are easier to read? If I understand your questions right, yes you want an antenna on your scansat. Either a relay or a direct antenna will do, as long as it has the range to either reach Kerbin or bounce off of a relay that can reach kerbin. The same goes for any vessel with an antenna, as relays will still work as direct antennas. I'm not sure why you're asking about GPS, since that's not included in this mod. I suppose there's no reason you can't use the same vessel for both purposes, but generally the ideal orbits for a GPS/GNSS constellation aren't going to line up with the ideal orbits for your scansats.
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[1.4][1.7.7] GravityTurn continued - Automated Efficient Launches
Capt. Hunt replied to AndyMt's topic in KSP1 Mod Releases
thanks! It does seem to happen for most if not all crafts, so I will try reinstalling GT. -
[1.4][1.7.7] GravityTurn continued - Automated Efficient Launches
Capt. Hunt replied to AndyMt's topic in KSP1 Mod Releases
I need a little help, my Gravity turn plugin has picked up some bad habits. I'm not sure what I did, but the last few launches have been extremely steep, to the point where the final stage doesn't have enough Delta-V to circularize. If I understand the tooltips right, the AP hold settings should control steepness, but they don't seem to make a difference in this. How can I correct this? If i reinstall GT, will it reset the plugin to the default profile? -
Not this time! thus... @The_Cat_In_Space!
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Is the Mk1-2 Command Pod Gone? - No.
Capt. Hunt replied to Professor Wylie's topic in Making History Support
You know this thread is over a year old, right? there've been several updates since then, and I think they finally deprecated the part completely. -
IRL, the SLS versions of the RS-25 are lighter and cheaper versions of the ones used as SSMEs, so it makes sense that the mammoth is not exactly equal to 4 vectors+engine plate.
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RTGs have built in Radiator fins.