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Everything posted by hieywiey
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OMICRON - Flying Space Car Development Thread
hieywiey replied to Climberfx's topic in KSP1 Mod Development
Also, are you planning on making a custom tab for this mod in the VAB? That would make Kottabos very happy when he reviews this mod. I can help with sounds for the engines if you need. -
OMICRON - Flying Space Car Development Thread
hieywiey replied to Climberfx's topic in KSP1 Mod Development
WOAH! I love the B9-KSO fusion art style. Take 'till 2018 if you need! -
Actually, You could use some nukes to get to the sun-Orion Style. Just load up all of them (make sure there are no demon cores first) and launch! All political problems solved.
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Some parts like the Fregat, have no RCS effect at all (old one or the new one); and seem to not produce thrust. So if you could find a way to scale down the new effect, that would be great; since it seems if there's no effect, there's no thrust.
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[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
hieywiey replied to IgorZ's topic in KSP1 Mod Releases
Does career mode summon the kraken? -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
hieywiey replied to IgorZ's topic in KSP1 Mod Releases
Can I use both this mod and the new KAS together, or will it break my game? -
No, it was the face on Duna. I got the experiment to work with the Curiosity Camera, though. (I used Bon Voyage to trek halfway across the planet, very handy) When I would click on "collect anomalous data" at the face, it would say that there wasn't an anomaly despite touching the hitbox of the face. BTDT & MultiSpectral scan both report it as an anomaly, though. Also, having an anomaly nearby the runway makes it really useful to do practice missions with rovers like I did, as this rover alone cost 200,000, and I really do not want to waste that kind of cash. Using the new KAS telescopic connectors, I managed to make it circumnavigate the planet, collecting samples and then driving back to an ascent vehicle to offload the samples into one of the new science containers via the aforementioned telescopic connector, for later return to Kerbin. Also, I was not doing an anomaly contract, I was just trying to see how much science I can get with a 300kg rover (albeit an extremely experiment-laden rover), and I'll probably post an album of this mission soon, as it showcases most of this mod's surface instruments. I will say, however, that most real spacecraft do not have 20+ different instruments.
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[1.2.1] Structural Disks - Now with even more Polygons!
hieywiey replied to Benji13's topic in KSP1 Mod Releases
Presumably things like landers. -
Pictures/concept art, please. Also, an all-in-one probe part with a high crash tolerance would be useful, for things like swarms of surface probes deployed before landing by a larger craft. Also, science experiments would probably complement this mod quite well; personally never get enough of them. Wackier experiments like the mystery goo are always fun, especially if they have a somewhat satirical aura to them; but a couple of realistic ones never hurts. Personally, I'm really excited for this mod, best of luck!
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Gravity Assist Planet - Kopernicus Idea
hieywiey replied to hieywiey's topic in KSP1 Mods Discussions
I'm saying my planet should be at 45º-90º as to not conflict with Kerbulus. -
Gravity Assist Planet - Kopernicus Idea
hieywiey replied to hieywiey's topic in KSP1 Mods Discussions
It should probably be at a more accessible/compatible angle of about 45º-90º. -
Gravity Assist Planet - Kopernicus Idea
hieywiey replied to hieywiey's topic in KSP1 Mods Discussions
It definitely wouldn't be a moon of Kerbin, as that would make it a barycentric system. I was thinking of it being in the same orbit as Kerbin, just about 15-45º ahead of it. So you'd just need to do a maneuver similar of that going to Eve or Duna, just not a Hohmann transfer (since that wouldn't really be possible). So basically what @Kuzzter described. If you remember Inaccessible from PlanetFactory, this will be kind of like it. The fast rotation makes landing extremely hard. -
Imagine if there was a planet with such high gravity and no atmosphere, it was begging to be used for gravity assists... But, there is a catch; it is nowhere near a flat planet, in fact, it's quite the opposite. 40 kilometer-high mountains, a ludicrously short day, combined with its low-orbiting moon (about the half the size, but twice the annoyingness as Ike) make exploiting its precious gravity a gamble. Yet, it's tantalizingly close orbit to Kerbin makes it such an irresistible option. Will you take this chance to reap the rewards? Requiring just a little more fuel to get to than Minmus, this planet can be a valuable resource to your missions. Just make sure not to crash... With a diameter close to that of Vall, but having a mass so high that it has a density roughly 1½ times that of Kerbin; its gravity will be much higher than that of Kerbin and potentially Eve.
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Astronomer's Visual Pack: BEYOND KERBAL
hieywiey replied to Astronomer's topic in KSP1 Mod Development
Damn. SVE has a worthy challenger. -
No, KSP physics does not like tiny things, like, at all. The small mass summons the kraken.
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Raptor engines & BFR??
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Guys, stop freaking out over paid DLC. If Squad were EA, KSP would've already had an army of expansions and trivial DLC. For example, The Sims 3 has a total of $74,886 worth of DLC (I'm being completely serious, see here: https://goo.gl/k2zJVf). And you guys are complaining https://goo.gl/k2zJVfabout a small amount of DLC? Be appreciative for this game please, It's probably one of the best purchases I've ever made in terms of enjoyment I've gotten out of it. Plus, we all know that practically every game on Steam will be ridiculously cheap at some point, so there's really no point in complaining about the cost of this game and possible expansions.
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[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
hieywiey replied to Galileo's topic in KSP1 Mod Releases
Can anyone explain these strange graphical glitches in map/main/tracking view? -
The Rodan's engines don't always emit particles with RealPlume-Stock installed. I'll add a picture when I have the time. Also, is it intended to deorbit the Gigan using RCS?
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[1.1.2] Launch Clamp Fuel Pumping (v0.2)
hieywiey replied to WillThe84th's topic in KSP1 Mod Releases
I think that when and where the launch clamp disconnects, there should be particles like this.- 35 replies
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- launch clamp
- fuel pump
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