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Made some kind of MiG-29 / SU-27 thing. Too long to be a MiG though.
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# ? Oct 12, 2016 19:27 |
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# ? May 10, 2024 08:01 |
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I will never understand the "new" tab on ckan, had 130 compatible mods, clicked refresh, nothing new in the tab, but if I check there's now 131 compatible mods.
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# ? Oct 12, 2016 20:55 |
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Threw together a mothership with lander and probes to play with the new comnet. Forgot how tough it was to do interplanetary transfers without any mods in-game to help.
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# ? Oct 12, 2016 21:00 |
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Platonicsolid posted:Threw together a mothership with lander and probes to play with the new comnet. Forgot how tough it was to do interplanetary transfers without any mods in-game to help. The game gives you all the tools you need including the debug menu to cheat yourself into another orbit.
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# ? Oct 12, 2016 21:27 |
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nimper posted:The game gives you all the tools you need including the debug menu to cheat yourself into another orbit. Yeah? Where? I find maneuver nodes very fiddly to do at planetary scale, and the web calculators are fine but I don't have timing or ejection angle.
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# ? Oct 12, 2016 21:34 |
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Platonicsolid posted:Yeah? Where? I find maneuver nodes very fiddly to do at planetary scale, and the web calculators are fine but I don't have timing or ejection angle. You can gauge it by relative positions of the planets, though I only know how to do it with Mun and Minmas. Get into and equatorial LKO. Go to map mode over Kerbins north pole. Zoom out so you can see Mun. When Mun is at 3oclock, put a maneuver node at 6oclock on your orbital path. Increase the prograde vector until Ap is at the distance of the Mun. Around here you should get an intercept. Same can be done with Minmus, except you go when Minmus is at, uh 1h30oclock. Still with your node at 6oclock. Here you have to account for inclination as well, but this isn't hard. I don't know the positions for the planets but I'm sure you can look it up. Its stuff like this that I don't mind using mods for, namely Kerbal Alarm Clock.
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# ? Oct 12, 2016 21:51 |
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For Duna and Eve, I think you can eyeball a tangential relationship for a decent transfer. http://ksp.olex.biz/
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# ? Oct 12, 2016 22:41 |
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Handy map for transfers.
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# ? Oct 12, 2016 22:54 |
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CrazyTolradi posted:In further KSP mod drama, Astronomer reappears after two years or so and accuses the SVE dev of stealing a whole bunch of his textures which are now apparently "All Rights Reserved unless otherwise explicitly stated.". The best(?) part is that, as Astronomer acknowledges in that very post, the license AVP was originally released under explicitly allows this.
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# ? Oct 12, 2016 23:20 |
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e: this post wasn't worth making, ignore it.
Splicer fucked around with this message at 00:41 on Oct 13, 2016 |
# ? Oct 13, 2016 00:27 |
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RoverDude do you use and/or endorse Ven's Stock Revamp and/or the Outer Planets Mod
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# ? Oct 13, 2016 00:44 |
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wheels still hosed, can't make basic plane, 10/10
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# ? Oct 13, 2016 01:19 |
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OwlFancier posted:wheels still hosed, can't make basic plane, 10/10 I dunno, I managed to make a plane and land it on the island. Seems okay to me.
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# ? Oct 13, 2016 02:43 |
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Playing around with a mothership and a battery of probes. While I can successfully control the probe from the mothership without an uplink all the way back to KSP (I'm around Jool), I can't transmit any sensor readings back to the ship. Seems to cut out a lot of cool disposable probe situations.
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# ? Oct 13, 2016 03:41 |
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That's interesting. Is there an error or status message? EDIT: Actually that's probably intended behavior, transmit only sends data back to KSC. Maybe if you had a science container on the mothership it should let you at least send it that far.
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# ? Oct 13, 2016 08:11 |
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Count Roland posted:You can gauge it by relative positions of the planets, though I only know how to do it with Mun and Minmas. ManicJason posted:For Duna and Eve, I think you can eyeball a tangential relationship for a decent transfer. http://ksp.olex.biz/ Ah, yes, let me just get my sextant and hold it up against my screen...
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# ? Oct 13, 2016 11:47 |
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Hremsfeld posted:Ah, yes, let me just get my sextant and hold it up against my screen... If you are off by a bit, it is only a bit more delta-v. Not really an issue. Adjust your maneuver node such that you are leaving parallel to Kerbin's orbit, get an encounter, fine tune about halfway to Duna. Win.
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# ? Oct 13, 2016 12:04 |
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goose willis posted:RoverDude do you use and/or endorse Ven's Stock Revamp and/or the Outer Planets Mod I've only used OPM and that I do endorse Can't speak to Ven's tbh
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# ? Oct 13, 2016 12:58 |
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I think my ckan might be derping, has problems showing mods whose thread says it's on ckan. That and random crashing when updating and acting like it actually updated the mod is kinda getting on my nerves a bit.
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# ? Oct 13, 2016 13:46 |
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comaerror posted:I dunno, I managed to make a plane and land it on the island. Seems okay to me. I can't make one that doesn't just flail all over when the wheels are in contact with the ground, no stress on wheels and mounted perfectly on the hull. Had this problem since they moved to the new wheel code and haven't played the game since as a result. e: seriously now even if I put them at the far ends of the loving wings so it can't tip over the loving thing spins out before it takes off on perfectly flat ground. And on the offchance I can get it to go straight enough to take off the loving wheels explode the moment they touch the ground going 60m/s. They released a lovely broken mess some patch ago and they haven't fixed it, I want the not poo poo version of KSP back. OwlFancier fucked around with this message at 21:57 on Oct 13, 2016 |
# ? Oct 13, 2016 21:23 |
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OwlFancier posted:I can't make one that doesn't just flail all over when the wheels are in contact with the ground, no stress on wheels and mounted perfectly on the hull. This sounds more like a damaged or incorrect file or some leftover/out of date files from a mod that's not compatible with the current release...?
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# ? Oct 13, 2016 22:16 |
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I deleted the folder last update and I haven't installed any mods. It's something to do with the new wheel code, they're shite, the previous wheels worked fine and I never had any problems with them or the same aircraft design until the new wheels.
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# ? Oct 13, 2016 22:23 |
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comaerror posted:I dunno, I managed to make a plane and land it on the island. Seems okay to me. how do you ever land on that runway without using parachutes I will never know. It's just so short and bumpy and elevated from sea level
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# ? Oct 13, 2016 23:30 |
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double nine posted:how do you ever land on that runway without using parachutes I will never know. It's just so short and bumpy and elevated from sea level Have a stall speed less than Mach 1. OwlFancier posted:I deleted the folder last update and I haven't installed any mods. Post pictures of what you usually try. Corky Romanovsky fucked around with this message at 00:09 on Oct 14, 2016 |
# ? Oct 14, 2016 00:05 |
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double nine posted:how do you ever land on that runway without using parachutes I will never know. It's just so short and bumpy and elevated from sea level The air brake is amazing.
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# ? Oct 14, 2016 00:32 |
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Corky Romanovsky posted:Have a stall speed less than Mach 1. Definitely this. If you can't fly level at 100 m/s then your landings are not going to go well. Bumpy landing strips are difficult though, especially if you aren't balanced well on your wheels. Can't wait for Kerbal Engineer to update. I think it's the main thing I'm waiting on to jump back in. I'm going to start from scratch on a Science playthrough. I don't particularly enjoy managing money.
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# ? Oct 14, 2016 00:55 |
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RoverDude, is there any chance of getting the USI Reactors split into their own mod? Having them in USI Core is kind of annoying if I just want ART and use Near Future Electrical for all my reactor needs.
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# ? Oct 14, 2016 01:31 |
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ToxicFrog posted:RoverDude, is there any chance of getting the USI Reactors split into their own mod? Having them in USI Core is kind of annoying if I just want ART and use Near Future Electrical for all my reactor needs. Seconding this, the reactors are very well-made and fit with a large variety of mods. I don't like the reactors from Near Future and would rather avoid using Near Future in general.
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# ? Oct 14, 2016 01:44 |
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comaerror posted:I dunno, I managed to make a plane and land it on the island. Seems okay to me. If this is the right way to use landing gear I've been putting them on backwards my entire Kerbals career. (I still managed to land on the island in the previous version though.) (edit) It sucks that you can't unlock the island runway as an alternate takeoff spot or something. When I first got to the island, I figured it would unlock something. scuba school sucks fucked around with this message at 02:44 on Oct 14, 2016 |
# ? Oct 14, 2016 02:29 |
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Met posted:I'm going to start from scratch on a Science playthrough. I don't particularly enjoy managing money. You don't get missions on science mode. Screw it, playing career.
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# ? Oct 14, 2016 03:27 |
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I still think they need to have a fourth game mode, like Challenge mode or something, where you only have missions and everything is unlocked and you do the missions to earn points towards a high score.
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# ? Oct 14, 2016 03:28 |
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scuba school sucks posted:If this is the right way to use landing gear I've been putting them on backwards my entire Kerbals career. I keep seeing posts like this and screenshots of the wheels backwards. Don't you people use landing lights?? They shine backwards when you have them the wrong way!
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# ? Oct 14, 2016 03:30 |
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Met posted:You don't get missions on science mode. Screw it, playing career. You could do a custom difficulty where you crank the cash rewards up to 400% or whatever the max is, should be more than enough to almost never have to worry about budgets. Can also increase the starting cash a ton too.
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# ? Oct 14, 2016 03:34 |
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goose willis posted:Seconding this, the reactors are very well-made and fit with a large variety of mods. I don't like the reactors from Near Future and would rather avoid using Near Future in general. Er? So just don't use Near Future. I have the opposite problem: I want to use the Near Future reactors, not the USI ones, but installing any USI mod requires installing the USI reactors, and then I end up with USI reactors using NF reactor mechanics or vice versa and it kind of doesn't work so well.
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# ? Oct 14, 2016 03:38 |
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My point was that we both agree he should have it as a separate mod
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# ? Oct 14, 2016 03:38 |
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Roflex posted:You could do a custom difficulty where you crank the cash rewards up to 400% or whatever the max is, should be more than enough to almost never have to worry about budgets. Can also increase the starting cash a ton too. Or do both and also install the Science Funding mod (hasn't been updated for 1.2 yet, also haven't tried it in 1.2 yet) - you receive funds and reputation for each science experiment that gets back to Kerbin, whether by transmission or recovery. It adds up fast enough (especially with increased funding rewards from contracts) to make cash not really be much of an issue.
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# ? Oct 14, 2016 03:46 |
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double nine posted:how do you ever land on that runway without using parachutes I will never know. It's just so short and bumpy and elevated from sea level build light, use a LOT of wing. also if you set up an action group to use some of your control surfaces as drooping flaperons, that can be a big help bringing your stall speed down in a lot of cases. comaerror posted:I dunno, I managed to make a plane and land it on the island. Seems okay to me. Eh... rover wheels are way better than they used to be in a lot of ways but wheels in general have got some issues post-1.1 that they didn't use to. Like go to your spaceplane hangar and build this vehicle, doesn't have to be exact, just close: and just launch it and watch what it does. so if somebody's having no luck at all using the starter landing gear, then yeah i can believe that's largely the game's fault.
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# ? Oct 14, 2016 03:52 |
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guys, I can build planes that are stable at 70/80 m/s, it's not plane design that's the issue, it's pilot training - the approach, descent profile, and running out of runway before touchdown.
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# ? Oct 14, 2016 11:17 |
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Sam Hall posted:build light, use a LOT of wing. also if you set up an action group to use some of your control surfaces as drooping flaperons, that can be a big help bringing your stall speed down in a lot of cases.
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# ? Oct 14, 2016 12:34 |
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# ? May 10, 2024 08:01 |
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https://gfycat.com/HarmoniousColossalHarrierhawk Uhhh
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# ? Oct 14, 2016 15:18 |