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Festivefire

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Everything posted by Festivefire

  1. use bbcode not html, but i do like the front end of that ship. reminds me of a tie fighter. except more freighter-ish
  2. thats because the server logs would say "sonso killed by physics prop [owner: rewdew2]" so they probably thought you physguned them.
  3. not as much, but yeah. KSP tends to run quicker when several entities are consolidated into one, for instance, if you had a laggy space station, you would increase lag by about 2x if you undocked all the modules. if you hook them to gether with kas, as well as using a crane to move them, lag is less, and lag is also less likely to destroy your base using a crane than landing via skycrane.
  4. I like that you added cross-hairs for aiming. that ship looks awesome!
  5. I'm making a recon satellite right now, I've just got to finish the launcher
  6. The most annoying thing about this argument: when i use the fin tool in gmod, i have to pick between laws of lift when i want to make a prop a wing, and i can't integrate both, without double layering it, even though using both is more accurate.
  7. both laws generate lift, its really that simple. Bernoulli is slightly wrong, as air from the top and bottom doesn't meet up at the back, but it generates lift. but so does forcing air down. both theories contribute.
  8. the other thing you can do, if you have mechjeb or something, is record your east/west coordinates from a parking orbit, right before you start a burn, then record the east/west coordinates once you've reached geostationary, and write down the difference between the two numbers. that's how many degrees before ksc you have to start your burn to get a geosynch orbit above the space center.
  9. I have a question. the shields are classed as decouplers, not structural parts, but when i fire them in staging, they stick to the command pods. is this supposed to happen? or is the collision mesh clipping through the pod?
  10. Hacking in a nav beacon, that's cleaver. the ingame targeting system could use something like that, to set nav points at desired orbits.
  11. The main issue ( i think) with clamping heavy launchers from the radial boosters is that the decoupler in between the tank and the core can't support it, and thus wobbles itself to oblivion. just strut that shizz firmly to the core stage and you will be fine.
  12. how do you use cockpit view? i have linked an sd cockpit to my ship core, but it still uses the core as my camera point, which is worthless, as it is encased in several layers of armor.
  13. granted, but it always gets stuck on doorknobs. i wish for campaign mode.
  14. I just use straight fuel cross feed and drop all my liquid boosters at the same time, not asparagus style, because it leads to extra design time, and alot of times it causes an unstable roll in the craft.
  15. this asparagus is required talk thats been on the forums lately is frankly a load of crap. I never ever ever use asparagus, i find it tedious, and i can easily send a 120 ton base module to the mun.
  16. a quick suggestion: instead of modifying all of the stock parts heat tolerances, would it be possible to just increase heat production from re-entry? that way mod parts are compatible off the bat, instead of being rather overpowered because they are balanced for stock values with crash tolerances and heat production
  17. banned for staying in atmosphere.
  18. The only time i use asparagus is when i don't have enough ram to install kw without crashing, otherwise i just use the bigass boosters that come with kw. SRB designs are much simpler than liquid boosters, and liquid boosters with straight crossfeed are still simpler than asparagus style liquid boosters. i go for simplicity with my designs, not efficiency, since problems usually occur with the more complex designs.
  19. The main reason this "breaks physics" would be that with earth tech, the plasma would melt the plane, but ksp doesn't have re-entry heat added yet, as well as we don't know how well they would stand up to re-entry, but you can do the same thing with deadly re-entry installed, you just have to point the bottom of your spacecraft forwards and take a shallower re-entry angle. so i don't really see how this breaks anything.
  20. the sr-71 went fast enough to glow from heating, but i don't know if it actually made a plasma shockwave.
  21. a friend introduced me to this game back when we only had static fins, one stack decoupler, radial decoupler, one engine, one pod, one tank, and one srb. and a tricoupler, as well as no other bodies but kerbin and the sun (which didn't have a surface). i instantly stopped playing orbiter and went to this
  22. this thread is a dedication to glorious kerbalism. the i-beam pylons make good skids, but you need lots of struts to keep stuff from separating.
  23. that really depends on how fast it is spinning, there are definatley managable rates, but my spin stabilized craft all spin at about 3-7 rotations a second, wich is f**king fast for manuel control
  24. As long as the actual nozzles don't clip through each-other, i would consider it fair game.
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