Ysharma Posted August 18, 2013 Posted August 18, 2013 Just a tip, Ysharma. Solid boosters won't shut off until their fuel runs out. Yeah I remembered that after posting. That kinda tends to happen with huge flames and lots of fuel, doesn't it? No, solid fuel rockets have a solid core which is ignited. Liquid fuel delivers liquid to a combustion chamber through pipes. You can cut off liquid fuel flow with a valve, but once you light solid fuel, there is no way to turn it off. Quote
TheBytemaster Posted August 19, 2013 Posted August 19, 2013 Yeah I remembered that after posting. No, solid fuel rockets have a solid core which is ignited. Liquid fuel delivers liquid to a combustion chamber through pipes. You can cut off liquid fuel flow with a valve, but once you light solid fuel, there is no way to turn it off. That's more of what I meant, solid fuel. But yes. Quote
Neowulf Posted August 29, 2013 Posted August 29, 2013 For your consideration: http://forum.kerbalspaceprogram.com/showthread.php/47399-kOS-Scriptable-Autopilot-System-0-35 I'm thinking if I cut out B9 I can fit that in and still be able to run the game (my poor underpowered computer). I already have an idea for a suicide lander program for that. Course I need to finish saints row 4 before I'm booting KSP up again... Quote
poryy Posted September 6, 2013 Posted September 6, 2013 I installed mechjeb. I am never going back. Quote
Mooseman9 Posted September 16, 2013 Posted September 16, 2013 Well, I know I'm late to the party but I just got KSP. Let's see how great this really is. Quote
Neowulf Posted September 16, 2013 Posted September 16, 2013 Well, I know I'm late to the party but I just got KSP. Let's see how great this really is. Once you get a feel for it pick out some mods. As an early access game it definitely needs some extra features and parts over the base game. Quote
Blocker226 Posted September 17, 2013 Posted September 17, 2013 I loved the game. I got 2 stations in Kerbin Orbit (1 around Minmus as a Kethane Depot), a Kethane Miner to get Kethane from Minmus, and I have 90+ days before I am set to do an interplanetary to Duna with my Star-Wars style space driver ring thing. It's basicly a nice ring with 2 nuclear engines. The shuttle on it uses B9's SABRE engines for atmospheric and non atmospheric stuff. Although, the wings are tiny. Quote
MrChubbyNumNums Posted September 22, 2013 Posted September 22, 2013 Love this game, though I can only get things to orbit one thing: the sun. After watching some Youtube videos, I've got a better idea what to do, but it's still slow going. If my little Kerbals survive even being on the launch pad, I consider it a success. Quote
lukeb28 Posted September 23, 2013 Posted September 23, 2013 Love this game, though I can only get things to orbit one thing: the sun. After watching some Youtube videos, I've got a better idea what to do, but it's still slow going. If my little Kerbals survive even being on the launch pad, I consider it a success. A very good stepping stone to the rest of the kerbol system. Quote
Lethosos Posted September 23, 2013 Posted September 23, 2013 The Jetcan rocket design works very well for getting out of Kerbal's gravity well. (Six stacks of two huge fuel canisters--the orange one--with heavy rockets on the end, surrounding a central shaft of a standard rocket design. You'll have to add stabilizers and linkages to keep it together for the initial burn, then use horizontal explosive decouplers to get rid of them when they're empty.) You'll have to figure out how to stop it, though--it will take you out of the entire system in 8 hours' worth of time. It's just that powerful. :lizard: Quote
planetguy Posted January 21, 2014 Posted January 21, 2014 My design process for rockets: Build a stage of rockets. Find that it can't take me where I want to go. Add another bigger stage to the bottom of it. Find that the new stage doesn't hold together. Spam struts until it does. Am I doing it right? Quote
Neowulf Posted January 21, 2014 Posted January 21, 2014 If it gets you where you want to go, then yes you're doing it right. Quote
The_DarthMoogle Posted January 21, 2014 Posted January 21, 2014 Hurr durr let's get realism mods. Gets Deadly Reentry. Can't build anything. Rage. Quote
Neowulf Posted January 21, 2014 Posted January 21, 2014 Extraplanetary launchpads added an orbital dock construction part. If you have problems getting designs into orbit you could get that and kethane, and do a bunch of smaller launches to get the dock and necessary storage pieces and supplies up into LKO and build an orbital construction yard. Personally I'd get a bunch up then build a single piece station will all necessary parts from that, to save on part count. Then start resupplying it and building my space tugs. Thinking about messing with my mod list and getting a themed playthrough going. Robotic colonization maybe, with remotetech and TAC life support to make things hard mode. Though I'd want a way to regerate life support so colonists could survive long term. Quote
dwwojcik Posted January 21, 2014 Posted January 21, 2014 What can I turn down to improve my fps? They get rather low during flight, although the game runs fine in the VAB for example. The game is still playable, it's just annoying. Quote
Neowulf Posted January 22, 2014 Posted January 22, 2014 http://kerbaldevteam.tumblr.com/post/74118052205/devnote-tuesdays-the-road-to-0-24-starts-here Jesus (Chuchito):Planning and doing some tests about how the multiplayer server would be developed. Want so badly. .24 is adding budgets and contracts, and after that is multiplayer. As long as mods are supported that will be so damn epic. Quote
Melfice Posted January 22, 2014 Posted January 22, 2014 http://kerbaldevteam.tumblr.com/post/74118052205/devnote-tuesdays-the-road-to-0-24-starts-here and after that is multiplayer. Don't know if that's true, but when we DO get multiplayer and if mods ARE supported, I want a TechniKerbal Pack. Also, a server where we can play together, obviously. Quote
Neowulf Posted January 22, 2014 Posted January 22, 2014 The tumblr post I linked is the squad dev's news feed. That's straight from the kerbal's mouth. I saw a post, I think a reply in a scott manley video, about a good multiplayer activity. Orbital Jousting. Quote
Melfice Posted January 22, 2014 Posted January 22, 2014 Oh, I know. I read the post. But this testing needn't confirm anything. Remember that the devs, until the KMP mod, were convinced multiplayer was impossible. So, it might be until 0.30 'till we see multiplayer. Or it could be the next release. I don't know. And orbital jousting? People have been planning all-out war! One guy's already working on a mod that introduces proper armour with corresponding guns. Quote
Neowulf Posted January 22, 2014 Posted January 22, 2014 Their stated plan is .24 will make KSP concept complete. The single player campaign will have all the major features they want and you will be able to play the game as they originally intended. The next version after that will add multiplayer. With all the core features nailed into place the multiplayer code has all it needs to worry about. True things could get pushed back, but most likely they'll just delay .25 until they have the multiplayer code usable instead of releasing multiple "major" versions inbetween. As for multiplayer being impossible. That was bogus to begin with. Hard yes, possibly even beyond the scope of their skillset at the time, but never impossible. Quote
Melfice Posted January 22, 2014 Posted January 22, 2014 Ah, well. Then you're apparently more up-to-date on that than I am. Carry on as you were! Quote
Neowulf Posted January 24, 2014 Posted January 24, 2014 Hrm. Anyone wanna learn KSP modding with me? I'm thinking about making an advanced generator module plugin to support things such as non-resource inputs (solar, g-forces, location, vessel state), inactive vessel work, and a larger variety of output options (ratios, waste vs constraint, input-output grouping, science). But frankly I'm sick of programming without people to talk to and bounce ideas off of. Quote
planetguy Posted January 24, 2014 Posted January 24, 2014 Hrm. Anyone wanna learn KSP modding with me? I'm thinking about making an advanced generator module plugin to support things such as non-resource inputs (solar, g-forces, location, vessel state), inactive vessel work, and a larger variety of output options (ratios, waste vs constraint, input-output grouping, science). But frankly I'm sick of programming without people to talk to and bounce ideas off of. Sounds fun. I got a C# IDE for plugins, but it seems like you need the Unity editor to make models and it doesn't run on Linux. Quote
Neowulf Posted January 24, 2014 Posted January 24, 2014 Hangout this weekend then? I've got monodevelop and unity installed. Quote
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