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Peas and Rice posted:My team is working on some design explorations for a company's new brand, and we're doing a bunch of images with space and rockets. Is there a single, iconic KSP rocket design I could send to my art director to slip in there? The one from the logo?
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# ? Aug 23, 2017 19:55 |
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# ? Jun 4, 2024 14:06 |
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Ya gotta slip in the one on the right
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# ? Aug 23, 2017 20:08 |
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Groetgaffel posted:The one from the logo? Right, I'd forgotten there was one in the logo. We'll have to tweak it enough to be an homage without being a copyright violation. Otacon posted:Ya gotta slip in the one on the right I sent this to my AD already as a reference image
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# ? Aug 23, 2017 20:10 |
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Peas and Rice posted:Right, I'd forgotten there was one in the logo. We'll have to tweak it enough to be an homage without being a copyright violation. It's basically a copy of the Ariane 5 already.
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# ? Aug 23, 2017 20:19 |
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Where the Christ were we planning on going with those big ones? Andromeda?
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# ? Aug 23, 2017 21:51 |
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Otacon posted:Ya gotta slip in the one on the right was that one on the right supposed to go to mars or something wtf e: oh i can't read lmao
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# ? Aug 23, 2017 21:54 |
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The "Untitled Space Craft" still makes me laugh even though I've seen that image a thousand times. It's perfect.
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# ? Aug 24, 2017 02:33 |
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Bug Squash posted:Where the Christ were we planning on going with those big ones? Andromeda? The James Webb telescope is going to L2, Orion is going to the moon, and some lucky astronauts are going to Mars maybe. Beyond that we aren't really sure what we're going to do with SLS.
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# ? Aug 24, 2017 19:48 |
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What do I edit in my save to make a rescue mission that involves a module with no hatch doable? There was something super easy but I can't find/remember it.
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# ? Aug 25, 2017 02:15 |
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I think it was changing the part name in the save file.
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# ? Aug 25, 2017 02:45 |
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Crimson Harvest posted:What do I edit in my save to make a rescue mission that involves a module with no hatch doable? There was something super easy but I can't find/remember it. Alt-F12 to open the console, contracts, complete contract and be more careful next time.
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# ? Aug 25, 2017 05:43 |
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Crimson Harvest posted:What do I edit in my save to make a rescue mission that involves a module with no hatch doable? There was something super easy but I can't find/remember it. Open save, find the derelict craft, change part name to something with a hatch
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# ? Aug 25, 2017 07:12 |
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Nalesh posted:Also does USILS and KSTS still have that incompatibility issue? the OP of KSTS says it does but ksp modders have been notoriously bad updating that kinda stuff. I would like to know this, too. I haven't played in awhile but I'm getting that itch to return and this would all but sell me on it.
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# ? Aug 25, 2017 15:06 |
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When did fuel cells switch over to monopropellant? Also when did turning on the cabin lights start taking electric charge? I guess my komrades will have to learn to traverse the void using natural light heh.
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# ? Aug 27, 2017 16:31 |
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God I miss the old USI drone port thing that let you use LFO to magically toss resources around in the same SOI, made refueling so less tedious. Is there anything like it nowadays? Like I can use KSTS to refuel stuff in kerbin SOI but it's useless if I wanna bring stuff from orbit back down.
Nalesh fucked around with this message at 22:32 on Aug 27, 2017 |
# ? Aug 27, 2017 22:29 |
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https://www.youtube.com/watch?v=u_zwqikol2Y
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# ? Aug 31, 2017 04:46 |
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Holy gently caress
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# ? Aug 31, 2017 05:34 |
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Naked Bear posted:Holy gently caress Wow. Amazing.
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# ? Aug 31, 2017 06:40 |
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That's the best thing I've seen all week.
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# ? Aug 31, 2017 07:08 |
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Astronomer's Visual Pack has been updated and re-released for 1.3, and is available on CKAN 8k Kerbin clouds High-res volumetric clouds City lights on Kerbin Bioluminescent clouds for Laythe 7 8k cloud layers for Jool Glow for all non-atmospheric bodies where relevant 8k auroras Sandstorms and surface dust Snow on Kerbin, Duna, and Laythe Lightning on Eve, Kerbin, Duna, and Laythe 4k custom skybox by Astronomer Geysers on Minmus, Laythe, and Eeloo Optional compatiblity with KSPRC textures Custom loading screens and tips Compatiblity with most other cloud packs. https://forum.kerbalspaceprogram.com/index.php?/topic/160878-ksp-130-astronomers-visual-pack-updated-and-repackaged-v353-luminosity/ I've been running SVE for so long, and it's nice, but I think I'm going to try AVP out tonight I think. EDIT: Outer Planets for 1.3 now on CKAN too! Happy days! Otacon fucked around with this message at 23:18 on Aug 31, 2017 |
# ? Aug 31, 2017 23:00 |
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Otacon posted:Astronomer's Visual Pack has been updated and re-released for 1.3, and is available on CKAN That sounds awesome, when I'm done with this GPP game I'll give outer planets a try so I can use it.
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# ? Sep 1, 2017 01:26 |
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Pood has a SVE config for Outer Planets, but it's 1.22 only at the moment - I'm holding out hope that since Galileo88 has taken up maintenance on OP, Pood will show up and make it prettier again! I just uninstalled a New Horizons and SVE for OP and AVP, as New Horizons was overwhelming - started a new save (I didn't get very far in New Horizons) and will post screenshots when I have everything working correctly. So far, Kerbin looks impressive! Checking back - everything looks fantastic. Definitely worth checking out instead of SVE EDIT: This last one isn't AVP, but it shows off the New Horizons planet mod pretty well! Otacon fucked around with this message at 00:05 on Sep 3, 2017 |
# ? Sep 1, 2017 01:32 |
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How much Delta v do I need to land a mechassault on Duna?
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# ? Sep 5, 2017 03:18 |
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Delta-v requirements do not change from craft to craft, except for TWR and aerodynamic drag differences.
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# ? Sep 5, 2017 03:25 |
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Corky Romanovsky posted:Delta-v requirements do not change from craft to craft, except for TWR and aerodynamic drag differences. But in this case it also depends on if the mech is deployed from orbit from a drop pod or if the dropship itself lands and deploys the mechs at or near ground level. You can save around 1000 dV according to the charts for Duna landing, considering aerobreaking savings. I'd assume a near ground level deployment would use as much or more dV than a flat landing depending on the skill of the dropship pilot. Pods are going to be the cheapest dV option as you don't need to push the dropship back up-hill. You are looking at about 5000dv from Kerbin to Duna orbit with pods. From there you can carry on to your primary objective. May your systems be always nominal.
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# ? Sep 5, 2017 04:50 |
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https://www.youtube.com/watch?v=W4L2sIYR_3M We need a :jebpop: smilie.
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# ? Sep 7, 2017 14:38 |
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Collateral Damage posted:https://www.youtube.com/watch?v=W4L2sIYR_3M That's hosed.
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# ? Sep 7, 2017 17:44 |
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poo poo if you can do that, you can feasibly build a space elevator on Duna.
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# ? Sep 7, 2017 18:21 |
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Peas and Rice posted:poo poo if you can do that, you can feasibly build a space elevator on Duna. Physics range and the immutability of planet orbits maybe not. But you could simulate Duna with a big enough modded asteroid maybe?
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# ? Sep 8, 2017 03:17 |
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Skyhook from Ike.
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# ? Sep 8, 2017 05:15 |
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I thought it was cool as hell already and then at the very end of the video I thought "hey, that doesn't look like Minmus..."
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# ? Sep 8, 2017 16:56 |
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I wonder why they never made the planetary orbits dynamic. Presumably the dv needed to appreciably change a planetary orbit would mean you'd never gently caress it up accidentally, but planetary relocation is exactly the kind of ridiculous crap you want to see people pull off in KSP
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# ? Sep 8, 2017 18:05 |
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That's n-body simulation. Someone actually has modded that in. It turns out the planetary orbits aren't stable, so the total dV needed to gently caress up the https://www.youtube.com/watch?v=O0_OQRN1VNA e: ol tooterfish fucked around with this message at 18:23 on Sep 8, 2017 |
# ? Sep 8, 2017 18:21 |
communism bitch posted:I wonder why they never made the planetary orbits dynamic. Presumably the dv needed to appreciably change a planetary orbit would mean you'd never gently caress it up accidentally, but planetary relocation is exactly the kind of ridiculous crap you want to see people pull off in KSP https://www.youtube.com/watch?v=G01NoaTM46o
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# ? Sep 8, 2017 18:33 |
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Yeah I was gonna say the level of thrust required is functionally beyond KSP simulation levels.
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# ? Sep 8, 2017 18:38 |
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tooterfish posted:That's n-body simulation. Someone actually has modded that in. That's the Jool system, but it's still funny to watch Vall get flung off.
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# ? Sep 8, 2017 19:41 |
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KSP Challenge: Get to Vall before it's flung out of the Jool system.
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# ? Sep 8, 2017 21:33 |
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Instant Sunrise posted:KSP Challenge: Get to Vall before it's flung out of the Jool system.
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# ? Sep 8, 2017 23:43 |
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Any mods you'd rec for a brand new player? Or should I just play through messing around and get the basics down
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# ? Sep 9, 2017 19:50 |
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# ? Jun 4, 2024 14:06 |
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Kerbal Engineer is the big must-have that will make your life a lot easier once you've spent a little bit time with tutorials to understand what numbers you want to pay attention to. Beyond that, I'd play around with the base game to get a feel for what you'd like to change first. KER is about exposing a ton of essential flight and vehicle characteristics that take a ton of the trial and error out of designing (and flying) rockets that work. (Kerbal Engineer Redux is the full name for recent versions) Of note, KER is strictly about transparency. It gives you a bunch of information without making any gameplay changes. Toadsmash fucked around with this message at 21:29 on Sep 9, 2017 |
# ? Sep 9, 2017 20:39 |